TSGK Clan Forum Forum Index TSGK Clan Forum
Half-Life 2 : Deathmatch TSGK Clan forum.
 
 CalendarCalendar   FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

chameleon_789
September 24 1985 (32 year old)
 TSGK Member 
Diet H2O_TSGK
September 20 1971 (46 year old)
 TSGK Member 
Electric Warrior
September 26
gorman_freedon
September 25 1992 (25 year old)
Habitathxc
September 24 1986 (31 year old)
 TSGK Member 
SuperHebbe
September 21 1966 (51 year old)
[BK] Cyrus
September 21 1976 (41 year old)
°-NeÁtrinos-°
September 24 1990 (27 year old)
 TSGK Member 
Calendar
Calendar Calendar
Wed 20 Sep 2017 Thu 21 Sep 2017 Fri 22 Sep 2017 Sat 23 Sep 2017 Sun 24 Sep 2017 Mon 25 Sep 2017 Tue 26 Sep 2017
Birthday Diet H2O_TSGK  
Birthday SuperHebbe  
Birthday [BK] Cyrus  
 
 
Birthday chameleon_789  
Birthday Habitathxc  
Birthday °-NeÁtrinos-°  
Birthday gorman_freedon  
Birthday Electric Warrior  
The time now is Thu Sep 21, 2017 17:56
All times are UTC + 2 (DST in action)
 Forum index » TSGK General » Maps
Valve Material Type Commands (.VMT codes for textures)
Post new topic   Reply to topic View previous topic :: View next topic
Page 1 of 1 [3 Posts]  
Author Message
gtamike_TSGK
TSGK Member


Joined: 20 Aug 2006
Posts: 2951
Location: Mapper since 2007 YouTube: gtamikesvideos
Country:
Browser:
Age: 27

PostPosted: 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 :)
 

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
}

__________________________________________________

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 ]"
}


__________________________________________________

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 ]"
   }
}


__________________________________________________
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.
__________________________________________________
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 Wink

Also

.vft image flag descriptions

http://developer.valvesoftware.com/wiki/VTF#Image_flags
_____________________________________________________

gtamike_TSGK
www.gtamikes-maps.piczo.com

_________________
http://gamebanana.com/members/215600
https://www.youtube.com/c/gtamikesvideos


Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger 
gtamike_TSGK
TSGK Member


Joined: 20 Aug 2006
Posts: 2951
Location: Mapper since 2007 YouTube: gtamikesvideos
Country:
Browser:
Age: 27

PostPosted: Thu Apr 12, 2012 14:35    Post subject:  

List Of Material Proxies
https://developer.valvesoftware.com/wiki/List_Of_Material_Proxies

_________________
http://gamebanana.com/members/215600
https://www.youtube.com/c/gtamikesvideos


Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger 
gtamike_TSGK
TSGK Member


Joined: 20 Aug 2006
Posts: 2951
Location: Mapper since 2007 YouTube: gtamikesvideos
Country:
Browser:
Age: 27

PostPosted: Thu Jul 12, 2012 15:09    Post subject:  

http://www.youtube.com/watch?v=rkz_DwFDzgA


_________________
http://gamebanana.com/members/215600
https://www.youtube.com/c/gtamikesvideos


Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger 
Display posts from previous:   Sort by:   
Page 1 of 1 [3 Posts]  
Post new topic   Reply to topic View previous topic :: View next topic
 Forum index » TSGK General » Maps
Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum
You cannot post calendar events in this forum


Powered by phpBB © 2001, 2005 phpBB Group
[ Time: 0.2460s ][ Queries: 16 (0.0093s) ][ Debug on ]