Talk:Material Editor

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Revision as of 18:09, 27 June 2012 by Kwp17pitts (talk | contribs) (Temporarly stored page info on discussion (Until pages are made))
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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.png 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.png Note: This tool will not edit textures, just only scripts see VTFEdit for editing textures


Interface

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.

  1. 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.png 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 Ctrl
    • For increments of 10, use Shift
    • To lock the value to 0-1, use Alt
  2. The engine viewport shows whatever the game is currently rendering. You can flip control to and from the game with F10, and maximise your view with F11.
  3. The preview window shows the current material as it may look like. You can manipulate your view by holding LMB to rotate, RMB to zoom, and MMB to move on the mouse.
    Note.png Note: Some shaders may not show correctly, so their effect may not be entirely accurate.


Note.png 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


Selecting Surface Properties

go to $surfaceprop from the properties list and click EditorDotDotDot.jpg

the Select Surface Property window will appear

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

To do: Explain the tool further

Selecting Shaders

go to "shader" from the properties list and click EditorDotDotDot.jpg

the Select Shader window will appear

MaterialEditor Shader Select.jpg

select from the list or type in the name of the shader in the filter box

see Shaders


Ideally, you should pick one of these three.


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 EditorDotDotDot.jpg.

Note.png Note: Not all parameters need to be set
  • $compress used on chairacter models to give wrinkle details for facial expressions (Overlaps the base texture)

To do: Finish filling out the small descriptions

the select VTF window will appear

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

To do: Explain the tool further

Selecting Colors

go to one of the fallowing parameters and click EditorColor.jpg

Note.png Note: Not all parameters need to be set

To do: Finish filling out the small descriptions

the Select Color window will appear

MaterialEditor selectcolor.jpg

adjust the color swatch, or type in the values to get the desired color

the color box EditorColor.jpg will change to the selected color

To do: Explain the tool further


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.png Note: Complex material designs can and may crash the editor when loading
Warning.png 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.png Note: Somtimes settings may not stick, this could be due to having invalid configurations
Warning.png 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