![]() The default surface properties can be found here. $surfaceprop "brick" // Will make the texture act like it's made out of brick $basetexture "YourFolder/YourTextureName" // VTF that will become the texture To change the surface properties of a material simply include $surfaceprop in the VMT. This changes what sound the player's footsteps make, what sound collisions with the texture make, the mass of the texture, may add sound effects like echo, what sound bullets hitting the texture make, and what debris (if any) are emitted when the surface is shot. This will cause the texture to behave as if it is made out of a certain material. ( SIDES MUST BE A POWER OF 2, DOES NOT NEED TO BE SQUARE)Ī real simple way to make any texture more interesting is the $surfaceprop modifier. Your VTF file does not need to be a square, but the length and width both must be a power of two (ie. Unlike normal pictures files, though, VTF's must have a specific size. (TGA is another type of image file) So before you convert your image files to VTF you must save them as TGA files. $basetexture "MyFile/MyTextureName" // Location of VTF relative to the 'materials' folderĪ VTF or (Valve Texture Format) is a picture format that is derived from TGA files. LightmappedGeneric //The shader type (Usually is LightmappedGeneric) ![]() A comment can be used to disable parts of a VMT without deleting all the text Comment: This is a comment and does nothing. (If you want to see a complicated VMT file look at a water VMT) ![]() They range from extremely simple to very complex. It will take all the parts of your texture and put them together using the values you supply. A VMT or (Valve Material Type) is a text document that is used to 'program' your texture. Right about now you may be wondering what VTF's and VMT's are. I will then finish the tutorial by discussing three tools for making VTF's and VMT's Nem's Tools, GIMP, and Paint.NET. After that I will include an example map that will showcase the different texture effects. I will then explain how to make specialized textures for displacement geometry. I will then explain what the bump map effect is and how to apply it to your texture, and then continue onto Env Mapping, Detail Textures, and Phong Shading model textures. I will first explain the differences between a basic and Decal texture. I will mention some programs for creating VTF's and will also explain how to compile with them. This also assumes that you can create a VTF. If not, I will briefly give an example below. This tutorial assumes that you have a basic knowledge of the VMT file (can create a simple texture).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |