gtamike_TSGK
TSGK Member
Joined: 20 Aug 2006 Posts: 2991 Location: Mapper since 2007 YouTube: gtamikesvideos Country: Browser: Age: 34
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Posted: Sat Feb 04, 2012 15:56 Post subject:
Valve Material Type Commands (.VMT codes for textures) Subject description: Full List of shaders and settings for mappers to advantage of :) |
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Full List of shaders and settings for mappers
Valve Material Type Commands (.VMT codes for textures)
// SHADERS:
"lightmappedgeneric" // The most common texture. A basetexture is multiplied by a lightmap.
//"unlitgeneric" // A basetexture appears at full brightness. If used on a model, Set "$model" 1
//"vertexlitgeneric" // A basetexture with vertex lighting.
//"sprite"
//"unlittwotexture" // Two textures are mixed evenly and appear at full brightness.
//"refract" // Refracts the light behind it according to a dudvmap and bumpmap. Only works correctly on models. If used on a model, Set "$model" 1
//"cable"
//"eyeball"
//"eyes" // Used for realistic eyeballs for models.
//"gooinglass" // Used for realistic glass container, Containing a violent fluid. (from Kleiner's Lab) The alpha channel Of "$basetexture" decides how much basetexture is shown ontop of the bump map. "
//"lightmappedtwotexture" // Two textures are mixed evenly and multiplied by a lightmap. Useful if one or both base textures are in motion.
//"modulate"
//"overlay_fit"
//"reflecttexture"
//"teeth"
//"volumetricfog"
//"water"
//"wireframe"
//"worldtwotextureblend" // Used for displacements (terrain). Two basetextures are vertex lit. The percentage blend of each of the two textures is defined by alpha painting in Hammer. Use $basetexture2 and $bumpmap2 to define the second material
//"worldvertexalpha" // Used for displacements (terrain). A basetexture is vertex lit.
//"worldvertextransition"
// MORE SHADERS:
// alienscale, basetimeslightmaptimesdetail, basetimeslightmapwet, basetimesmod2xenvmap, bloom, blurfilterx,
// blurfiltery, camo, cloud, debugbumpedlightmap, debugbumpedvertexlit, debugfbtexture, debuglightingonly, debuglightmap,
// debugluxels, debugmodifyvertex, debugnormalmap, debugunlit, debugvertexlit, decalBaseTimesLightmapAlphaBlendSelfillum,
// decalmodulate, downsample, fillrate, internalframesync, jellyfish, jojirium, modeladditivetransEnvMapwithMaskedTexture,
// particlesphere, predator, shadow, shadowbuild, shadowmodel, showdestalpha, skyfog, translucentlightmap, vertexnormals,
// watersurfacebottom, yuv
// Surface Properties List - To see more info, open the files in source materials.gcf with GCFScape
// scripts/surfaceproperties.txt
// default, solidmetal, Metal_Box, metal, metal_bouncy, slipperymetal, metalgrate, metalvent,
// metalpanel, dirt, mud, slipperyslime, grass, tile, Wood, Wood_lowdensity, Wood_Box, Wood_Crate,
// Wood_Plank, Wood_Solid, Wood_Furniture, Wood_Panel, water, slime, quicksand, wade, ladder,
// glass, computer, concrete, rock, porcelain, boulder, gravel, brick, concrete_block, chainlink,
// chain, flesh, bloodyflesh, alienflesh, armorflesh, watermelon, snow, ice, carpet, plaster,
// cardboard, plastic_barrel, Plastic_Box, plastic, item, floatingstandable, sand, rubber,
// rubbertire, jeeptire, slidingrubbertire, brakingrubbertire, slidingrubbertire_front,
// slidingrubbertire_rear, glassbottle, pottery, grenade, canister, metal_barrel,
// floating_metal_barrel, plastic_barrel_buoyant, roller, popcan, paintcan, paper, papercup,
// ceiling_tile, weapon, default_silent, player, player_control_clip, no_decal, foliage
// scripts/surfaceproperties_hl2.txt
// metalvehicle, crowbar, antlionsand, metal_seafloorcar, gunship, strider, antlion, combine_metal, combine_glass, zombieflesh
{
// Sprite
// "$spriteorientation" "vp_parallel" // Not sure what this should be. Some sprites also have "_oriented" on the end
// "$spriteorigin" "[ 0.50 0.50 ]" // Defines the point that it rotates around. 0-1 [ X Y ]
// "$ignorez" "1" // Does not tilt vertically. Used mainly for flames.
// Main
"$basetexture" "" // The primary texture
// "$Texture2" "" // The secondary texture in "twotexture"-type shaders
"$surfaceprop" "concrete" // Defines the gib types and impact sounds of the material.
"%keywords" "DeathByNukes,BlackMesa,Xen" // Used for the Keyword sorting in Hammer. Keywords seperated with commas.
// Bump Map
// "$bumpmap" "" // Defines normal vectors for lighting purposes and for envmap distortion
"$bumpframe" // frame number for $bumpmap
"$bumptransform" // texcoord transform
// Environment Map
// "$envmap" "env_cubemap" // Use nearest env_cubemap for reflection.
// "$envmapframe" 0 // frame number for $envmap
// "$envmapmask" "" // environment map mask
// "$envmapmaskframe" 0 // frame number for $envmapmask
// "$normalmapalphaenvmapmask" 1 // Masks the envmap according to the alpha channel of the normal map
// "$envmapcontrast" 1 // contrast 0 == normal 1 == color*color
// "$envmapsaturation" 1
// "$envmaptint" "[ .56 .56 .56 ]" // Scales the red, green, and blue components of the envmap.
"$envmapmasktransform" // texcoord transform..center .5 .5 scale 1 1 rotate 0 translate 0 0
// Miscellaneous Useful Attributes
// "$additive" 1 // Makes the texture transparent according to darkness. (black = fully transparent)
// "$translucent" 1 // Makes the texture transparent according to the alpha channel.
// "$nocull" 1
// "$nodecal" "1"
// "$no_fullbright" 1 // Used mainly in VGUI textures
// "$selfillum" 1
// Miscellaneous Attributes
// "Proxies"
// {
// "AnimatedTexture"
// {
// "animatedTextureVar" "$basetexture"
// "animatedTextureFrameNumVar" "$frame"
// "animatedTextureFrameRate" "10"
// }
// "TextureScroll"
// {
// "texturescrollvar" "$basetexturetransform"
// "texturescrollvar" "$texture2transform"
// "texturescrollrate" 1
// "texturescrollangle" 0
// }
"empty"
{ //START EMPTY
"$mode"
"$selfillumtint" [1 1 1] // self-illumination tint..[1 1 1]
"$detail" "" // detail texture (used frequently in HL:S)
"$detailframe" 0 // frame number for $detail
"$detailscale" 1 // scale of the detail texture
"$envmapcontrast" // contrast 0 == normal 1 == color*color
"$envmapsaturation" // saturation 0 == greyscale 1 == normal
"$fresnelreflection" // full fresnel
"$nodiffusebumplighting" // 0 == use diffuse bump lighting, 1 = no diffuse bump lighting
"$parallaxmap" // Simulates 3D Surface. Currently unavailable in Source/HL2.
"$parallaxmapscale" // See http://developer.valvesoftware.com/wiki/Creating_Parallax_Maps
"$parallaxmapbias" // for more information on Parallax Maps.
"$parallaxmap2"
"$parallaxmapscale2"
"$parallaxmapbias2"
"$bumpmap2" // Used for the WorldVertexTransition shader.
"$bumpframe2" // frame number for $bumpmap2
"$basetexture2" // Used for the WorldVertexTransition shader.
"$frame2" // frame number for $basetexture2
"$basetexturenoenvmap" // use environment maps?
"$basetexture2noenvmap" // use environment maps?
"$detail_alpha_mask_base_texture" // if this is 1, then when detail alpha=0, no base texture is blended and when detail alpha=1, you get detail*base*lightmap
"$refractamount" // refraction amount
"$refracttint" // refraction tint
"$normalmap" // normal map
"$time"
"$bluramount" // 0, 1, or 2 for how much blur you want
"$fadeoutonsilhouette" // 0 for no fade out on silhouette, 1 for fade out on sillhouette
"$refracttinttexture" // texture to use for tinting refraction
"$refracttinttextureframe" // frame number for $refracttinttexture
"$nowritez" // 0 == write z, 1 = no write z
"$unlitfactor" // 0.0 == multiply by lightmap, 1.0 == multiply by 1
"$refracttexture" // refraction texture
"$reflectamount" // reflection amount (multiplier?)
"$reflecttint" // reflection tint
"$scale" // scale [x y]
"$waterdepth" // water depth
"$cheapwaterstartdistance" // this is the distance from the eye in inches that the shader should start transitioning to a cheaper water shader
"$cheapwaterenddistance" // this is the distance from the eye in inches that the shader should finish transitioning to a cheaper water shader
"$fogcolor" // fog color (underwater fog?)
"$forcecheap" // force "cheap" water
"$forceexpensive" // force "expensive" water
"$reflectentities" // reflect entities?
"$fogstart" // this is the distance from the eye in inches that the fog should start to appear
"$fogend" // this is the distance from the eye in inches that the fog should become opaque
"$abovewater" // ??? (render top water texture?)
"$reflectblendfactor" // how much the reflection should blend
"$nofresnel" // do not use fresnel reflections
"$nolowendlightmap" // use high end light map
"$fogcolor" // which color the fog should be [1 1 1]
"$flashlight" // 1 = flashlight texture?
"$flashlighttexture" // flashlight spotlight shape texture
"$flashlighttextureframe" // frame number for $flashlighttexture
"$albedo" // albedo (base texture with no baked lighting) <##Interesting##<
"$basetexturetransform" // base texture texcoord transform
"$frame" // animation frame
"$basetexture" // base texture with lighting built in
"$alpha" // alpha 0-1 decimal (like opacity)
"$color" // color [ 1 1 1 ]
"$flags_defined2" // flags2_defined
"$flags2" // flags2
"$flags_defined" // flags_defined
"$flags" // flags
"patch"
{
"include" "materials/COMPUTERS/SIDEPANEL1.vmt"
"replace"
{
"$envmap" "maps/dev_lab/c-160_-160_-288"
}
}
} //END EMPTY
// }
}
And a little fun:
REFLECTIVE FLOOR!
Code:
"Water"
{
"%compilewater" 1
"$forceexpensive" 1
"$reflecttexture" "_rt_WaterReflection"
//optional stuff
// "$reflecttint" "[1 1 1]"
// "$reflectentities" 1
}
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E.G. of dm_ob_killbox_tsgk tile floor .vmt settings.
Code: |
"LightmappedGeneric"
{
"$basetexture" "TSGK_V8/high_resolution/tile_tsgk"
"%keywords" "tsgk"
"$surfaceprop" "tile"
"$bumpmap" "TSGK_V8/high_resolution/tile_tsgk_normal"
"$envmap" "env_cubemap"
"$envmaptint" "[ 0.3922 0.3922 0.3922 ]"
}
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E.G. of dm_ob_killbox_tsgk metal shine texture.vmt settings.
Code: |
"LightmappedGeneric"
{
"$basetexture" "Tile/tilefloor020a"
"$envmap" "env_cubemap"
"$surfaceprop" "tile"
"$envmaptint" "[ .1 .1 .1 ]"
"%keywords" "combine"
"LightmappedGeneric_DX9"
{
"$bumpmap" "tile/tilefloor021a_normal"
"$envmaptint" "[ .45 .45 .45 ]"
}
} |
__________________________________________________
E.G. of dm_ob_killbox_tsgk reflecting/blending decals .vmt settings.
Code: |
"LightmappedGeneric"
{
"$basetexture" "TSGK_V8\high_resolution\grey"
"$detail" "Tile/tilefloor020a"
"$detailscale" "1"
"$envmap" "env_cubemap"
"$surfaceprop" "tile"
"$envmaptint" "[ .1 .1 .1 ]"
"$alpha" 0.80 //blend
"$translucent" 1 //transparent
"$bumpscale" 0.75
"$nodecal" "1"
"LightmappedGeneric_DX9"
{
"$bumpmap" "TSGK_V8\high_resolution\tilefloor021a_normal_fix"
"$envmaptint" "[ .45 .45 .45 ]"
}
}
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__________________________________________________
E.G.
Displacement Texture Stretch Fix (new for 2007/ob engine)
Add this in your texture .vmt
$seamless_scale <float>
E.G.
LightMappedGeneric
{
$basetexture Example\Example01
$surfaceprop concrete
$seamless_scale 0.005
}
http://developer.valvesoftware.com/wiki/$seamless_scale
Caveats
This is not a total solution - there are still some situations where stretching will occur (such as sudden 90° outcroppings). It's handled as best it can be, though.
You can no longer scale the material with the Hammer Face Edit Dialog. The parameter's value must instead changed in the material itself.
Hammer's 3D view renders the material itself correctly, but others will stop working.
Standard normal mapping isn't supported, only its self-shadowing cousin.
$detail textures are unsupported.
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More Help Links
http://developer.valvesoftware.com/wiki/Category_talk:List_of_Shader_Parameters
http://developer.valvesoftware.com/wiki/Category:List_of_Shader_Parameters
and
http://www.hl2world.com/bbs/viewtopic.php?p=248861
and
http://www.halfwit-2.com/phpBB2/viewtopic.php?f=9&t=590
Check each link if a .vmt Parameter you want don't have a description
Also
.vft image flag descriptions
http://developer.valvesoftware.com/wiki/VTF#Image_flags
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