Difference between revisions of "Talk:Material Editor"

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(Temporarly stored page info on discussion (Until pages are made))
(Removed information and relocated it to special pages)
 
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== Interface ==
 
== Interface ==
[[File:MaterialEditor.jpg]]
 
 
The top edge of the screen is the main menu. From here you can load and save [[VMT]] files, undo and redo actions, and configure your workspace.
 
 
# '''Properties''' is where the material properties are edited. Any user could set the properties to get the desired look or the material to be worked on.{{tip|You can use your scroll wheel to increase or decrease most values. There are three modifier keys to help with this:
 
#* For increments of 0.1, use {{key|Ctrl}}
 
#* For increments of 10, use {{key|Shift}}
 
#* To lock the value to 0-1, use {{key|Alt}}}}
 
# The '''engine viewport''' shows whatever the game is currently rendering. You can flip control to and from the game with {{key|F10}}, and maximise your view with {{key|F11}}.
 
# The '''preview window''' shows the current material as it may look like. You can manipulate your view by holding {{key|LMB}} to rotate, {{key|RMB}} to zoom, and {{key|MMB}} to move on the mouse.{{note|Some shaders may not show correctly, so their effect may not be entirely accurate.}}
 
  
  
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see [[Material]] for editing information
 
see [[Material]] for editing information
  
 
== Selecting Surface Properties ==
 
 
go to [[$surfaceprop]] from the properties list and click [[File:EditorDotDotDot.jpg]]
 
 
the Select Surface Property window will appear
 
 
[[File:Select_Surface_Property.jpg]]
 
 
select from the list or type in the name of the surface property in the filter box
 
 
see [[Material surface properties]] for more details
 
 
{{todo|Explain the tool further}}
 
 
== Selecting Shaders ==
 
 
go to "shader" from the properties list and click [[File:EditorDotDotDot.jpg]]
 
 
the Select Shader window will appear
 
 
[[File:MaterialEditor Shader Select.jpg]]
 
 
select from the list or type in the name of the shader in the filter box
 
 
see [[:Category:Shaders|Shaders]]
 
 
 
''Ideally, you should pick one of these three.''
 
 
*[[LightmappedGeneric]] -> for world texturing
 
 
*[[VertexLitGeneric]] -> for model texturing
 
 
*[[UnlitGeneric]] -> for UI texturing
 
 
 
After your shader type is selected, the list of avalable parameters will update according to what the shader supports.
 
 
== Selecting textures ==
 
 
go to one of the fallowing parameters and click [[File:EditorDotDotDot.jpg]].
 
{{Note|Not all parameters need to be set}}
 
 
*[[:Albedo|$albedo]]
 
 
*[[$basetexture]] ''Primary Texture''
 
*[[$bumpcompress]] ''used on chairacter models to give wrinkle details for facial expressions (Overlaps the bumpmap texture)''
 
*[[$bumpmap]] ''use normal textures only (self shadowing bumpmaps If the [[$ssbump]] bool is set to 1)''
 
*[[$bumpstretch]]
 
 
*[[$compress]] ''used on chairacter models to give wrinkle details for facial expressions (Overlaps the base texture)''
 
 
*[[$detail]]
 
 
*[[$emissiveblendbasetexture]]
 
*[[$emissiveblendtexture]]
 
*[[$emissiveblendflowtexture]]
 
*[[$envmap]] ''"env_cubemap" should be set for this if used''
 
*[[$envmapmask]]
 
 
*[[$fleshbordertexture1d]]
 
*[[$fleshcubetexture]]
 
*[[$fleshinteriortexture]]
 
*[[$fleshinteriornoisetexture]]
 
*[[$fleshnormaltexture]]
 
*[[$fleshsubsurfacetexture]]
 
 
*[[$lightwarptexture]]
 
 
*[[$phongexponenttexture]]
 
*[[$phongwarptexture]]
 
 
*[[$selfillummask]]
 
*[[$stretch]]
 
 
{{todo|Finish filling out the small descriptions}}
 
 
the select [[VTF]] window will appear
 
 
[[File:MaterialEditor selectvtf.jpg]]
 
 
select the desired texture to be used in the material
 
 
'''Type Indications'''
 
 
*_normal = bumpmap
 
*_ssbump = self shadowing bumpmap
 
*_ao    = ambient occlusion map
 
 
regular texture if none
 
 
{{todo|Explain the tool further}}
 
 
== Selecting Colors ==
 
 
go to one of the fallowing parameters and click [[File:EditorColor.jpg]]
 
{{Note|Not all parameters need to be set}}
 
 
*[[$cloakcolortint]]
 
*[[$color]]
 
*[[$color2]]
 
 
*[[$detailtint]]
 
 
*[[$emissiveblendtint]]
 
*[[$envmaptint]]
 
 
*[[$fleshbordertint]]
 
*[[$fleshsubsurfacetint]]
 
 
*[[$outlinecolor]]
 
 
*[[$selfillumtint]]
 
*[[$srgbtint]]
 
 
{{todo|Finish filling out the small descriptions}}
 
 
the Select Color window will appear
 
 
[[File:MaterialEditor selectcolor.jpg]]
 
 
adjust the color swatch, or type in the values to get the desired color
 
 
the color box [[File:EditorColor.jpg]] will change to the selected color
 
 
{{todo|Explain the tool further}}
 
  
  

Latest revision as of 02:17, 29 June 2012

In the works of writing up information for the Material Editor--Kwp17pitts 23:41, 1 January 2012 (PST) If anyone has more information or a tutorial regarding this please add

I'll be adding info when I can. Through use of the editor I've noticed that you can actually do things you can't manually editing vmt's, such as defining a 2nd bumpmap scale. I am not sure why manually editing vmts and editing them via the Editor saves the process differently, or rather the actual vmt.--MrFourVideoCards 02:32, 3 January 2012 (PST)


Material Editor Issues in Alien Swarm

Currently the material editor for Alien Swarm is largely bugged and crash prone. Trying to figure out if there is a possible solution to correct this problem.--Kwp17pitts 21:02, 17 January 2012 (PST)


Old Info

Note:This information temporarly placed here until the rest of the appropriate pages are made, if you know more about this tool and want to help out let me know--Kwp17pitts 19:09, 27 June 2012 (PDT)


What is a Material?

A material (or VMT) is a script that defines how a texture (or VTF) will render as well as sound properties. Some materials may not even load textures for certain effects depending on the types of shaders used.

Note:This tool will not edit textures, just only scripts see VTFEdit for editing textures


Interface

Note:The file menu is pretty self explanitory
File Edit Material View
MaterialEditor FileMenu.jpg MaterialEditor EditMenu.jpg MaterialEditor MaterialMenu.jpg MaterialEditor ViewMenu.jpg
  • Open...
  • Save
  • Save As...
  • Close
  • Recent
  • Clear Recent
  • Exit
  • Undo

Shortcut keys Ctrl + Z

  • Redo

Shortcut keys Shift + Ctrl + Z

  • Describe Undo History
Confirm:What does this do??
  • Clear Undo History
  • Keyboard

Shortcut keys Shift + Ctrl + Alt + E

See setting key bindings

  • Set Params To Default

Resets the material parameters

  • Properties

Shows the Properties Window If Checked

  • Preview

Shows the Preview Window If Checked

  • Show Flags

Shows the parameter flags If Checked

  • Show Tool Parameters

Shows the tool parameters on the properties window If Checked

  • Default Layout

Resets the layout to the defualt view

To Create a new material

click file -> new , then begin editing

see Material for editing information


Shader Parameters

see List of Shader Parameters for more details

Data types

To do: add more information, Explain Data types

  • bool "short for boolean" in which 0 = false and 1 = true
  • color <color255 + int> (ex. 97 11 255 255)
  • float "floating point" (ex. 5)
  • int "short for integer" (ex. 56)
  • matrix "written in binary" (ex. 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 )
  • string "file path" (ex. brick\brickfloor001a.vtf) "name" (ex. VertexLitGeneric)
  • vector2 "two configureable values" (ex. 23 45)
  • vector3 "three configureable values" (ex. 23 45 37)
  • vector4 "four configureable values" (ex. 23 45 37 89)


Loading a material

Note:Complex material designs can and may crash the editor when loading

Warning: Do not load material vmts outside of the loaded mod or game directory, the associated vtf files may not load as a result

click file -> Open..., open the file located only in the mod or game directory currently running



Saving a material

Note:Somtimes settings may not stick, this could be due to having invalid configurations

Warning: Do not save material vmts outside of the loaded mod or game directory, the material will not load as a result

click file -> save as..., give the material a name, and save only in the mod or game directory currently running