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The $basetexture VMT command defines an albedo texture. It is very rare for a material not to use this parameter and some shaders will load a default texture if it stays undefined.

VMT syntax

$basetexture	<texture without extension, relative to <game>\materials\>
	$basetexture	brick\brickwall031b

Additional parameters

$basetexturetransform <matrix>
Transforms the texture before use in the material. Requires DirectX 9.
The default position is "center .5 .5 scale 1 1 rotate 0 translate 0 0".
  1. center defines the point of rotation. Only useful if rotate is being used.
  2. scale fits the texture into the material the given number of times. '2 1' is a 50% scale in the X axis.
  3. rotate rotates the texture anti-clockwise. Accepts any number, including negatives.
  4. translate shifts the texture by the given number of heights/widths. '.5' will shift it half-way.
Note:All values must be included!
Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place.
Rotating textures applied on brushes will rotate around the map origin (confirm: Orangebox engine only?). A fix for this is to change the center position in the VMT to the brush's origin.
$basetextureoffset <normal>
To do: DX8 version of translate?
$basetexturescale <normal>
To do: DX8 version of scale?

To do: Explain what values the "rotate" parameter uses.

$frame <int>
The frame displayed for a multi-frame texture. This is normally set by the AnimatedTexture or TextureToggle proxies, but can be set manually. The value must be a valid index, or crashes might occur.


Some shaders (most notably WorldVertexTransition) allow the use of two albedos. The second texture is handled by a mirrored set of commands with '2' in their name:

  • $basetexture2
  • $basetexturetransform2
$basetexturetransform2 doesn't seem to work in Source 2007 source.
  • To do: $basetextureoffset2 <normal>?
  • To do: $basetexturescale2 <normal>?

There are further '2' commands applying to various shader effects, which are each documented in their respective articles.

See Also