Creating material overlays

Hey I was wondering what is necessary to create a material overlay, I have a weapon that I would like to draw a mask sort of thing on the player when they have it. I just need to know what info is necessary in the .vmt and how big I should make the .vtf (dimensions). Any links to articles on this would be appreciated

Just open the .vmt of an existing texture and see for yourself.

Each side of must be power of two, means 1x1, 2x2, 4x4, 8x8, 16x16, 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024, 2048x2048, don’t go above, not everyones video card supports 4096x4096.

It doesn’t have to be a square ( 1024x2048 is possible ), but it this case it better be.

I cant find them in my Gmod folder at all

You gotta extract them from the vpks. ( I don’t know which one exactly )

The one that says _dir as the postfix before the extensions should be the right one.

I meant that it might not be in garrysmod_dir.vpk, but in one of the sourceengine/*.vpk vpks.

hl2_misc_dir.vpk

materials/models/props_c17/fisheyelens ( LISTED ) list.Set( “OverlayMaterials”, “#overlay_pp.fisheye”, { Material = “models/props_c17/fisheyelens”
[lua]“Refract”
{
“$model” 1
“$nodecal” 1
// “$bluramount” 1
“$refractamount” “-.04”
“$REFRACTTINT” “{246 250 255}”
“$scale” “[1 1]”
“$dudvmap” “Models/effects/fisheyelens_dudv”
“$normalmap” “Models/effects/fisheyelens_normal”
“Refract_DX60”
{
“$fallbackmaterial” “models/props_c17/fisheyelens_DX60”
}

"Refract_DX60"
{
	"$fallbackmaterial" "models/props_c17/fisheyelens_dx60"
}

}

[/lua]

materials/effects/water_warp01 ( trying to find without 01 for overlay texture )
[lua]“Refract”
{
“<dx90”
{
“$fallbackmaterial” “nature/water_warp01_dx8”
}

"$refractamount" ".04"

// “$refracttint” “.25 .47 .32}”
“$bluramount” “1”
“$ignorez” “1”

"$scale" "[1 1]"

"$bumpmap" "nature/water_coast01_dudv"
"$normalmap" "nature/water_coast01_normal"

"$bumpframe" "0"
"Proxies"
{
	"TextureScroll"
	{
		"texturescrollvar" "$bumptransform"
		"texturescrollrate" .1
		"texturescrollangle" 45.00
	}
}

}
[/lua]

Hopefully this helps…