$basetexture

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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\>
LightmappedGeneric
{
	$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!
Bug:
Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place.
$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.

$basetexture2

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
Bug:
$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