• VMT Commands
    2 replies, posted
Is there a list of all the VMT commands and what they do. This would be unimaginably helpful for someone like me. For now though I need to know, what is the command that tells the texture to look at the bump map alpha for the specular map.
$normalmapalphaenvmapmask <boolean> see [url]http://developer.valvesoftware.com/wiki/$envmapmask[/url] And I don't remember where I got this vmt, but I think it has all possible commands [code]// 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 ////////////////////////////////////////////////////////////////// // Created by DeathByNukes (DeathByNukes@gmail.com) // // You may not use this in your map/mod without my permission. // ////////////////////////////////////////////////////////////////// // 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 }[/code]
Thank you so much man! this will help ALOT
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