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$basetexture is a material shader parameter available in all Source Source games. It defines a diffuse 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

Transforms the texture before use in the material. This does not affect lightmaps on the surface.
Note.pngNote:This does affect shader parameters such as $detail and $bumpmap.
Confirm.pngConfirm: Does it affect $lightmap? If so, the note about not affecting lightmaps should be reworded.
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 horizontal X axis while the vertical Y axis is still at original scale.
  3. rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.
  4. translate shifts the texture by the given numbers. .5 will shift it half-way. 1 will shift it once completely over, which is the same as not moving it at all.
Note.pngNote:All values must be included!
Icon-Bug.pngBug:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place.
Icon-Bug.pngBug: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.

The frame displayed for a multi-frame texture. This is normally set by the AnimatedTexture or {{TextureToggle}} proxies, but can be set manually.
Warning.pngWarning: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:

Icon-Bug.pngBug:$basetexturetransform2 doesn't exist in the DirectX 9 version of WorldVertexTransition, only working with the DX8 shader. In DX9, $basetexture2 will instead move with the original $basetexturetransform in sync with $basetexture. This is the case in Source 2007 Source 2007, Source 2013 Source 2013, and Alien Swarm Alien Swarm. Other games have not been tested.
Code Fix:  Mapbase Mapbase adds support for $basetexturetransform2 in Source 2013. The specific code can be found on its repository in the LightmappedGeneric shader files.

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

See also