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- //Exmaple VMT By Boba Fett.
- "vertexlitgeneric" //VertexLitGeneric is used for models
- //"LightmappedGeneric" //LightmappedGeneric is used for world textures
- {
- "$basetexture" "Root/Model/Diffuse Map" //Enter here your Diffuse map vtf name.
- "$bumpmap" "Root/Model/Normal Map" //Enter here your Normal map vtf name.
- "$normalmapalphaenvmapmask" 1 //This command tells the game that there is a phongmask on the alpha layer of the normal map. "Only use when there is one, if there is non on the alpha layer enter 0"
- "$surfaceprop" "metal" //This command tells the game to use the material type you entered. "Most used are (default, rock, metal, wood, grass, dirt, sand, water, etc...)
- "$envmap" "env_cubemap" //This command tells the game to use a reflection from the generated cube map of the map you are playing on. (good for reflections on your model)
- "$envmaptint" "[ .1 .1 .1 ]" //This command tells the game to set a environment reflection tint.
- "$envmapconstrast" "1" //This command tells the game the contrast the environment reflections gives.
- "$model" "1" //Tells if the texture is for a model or not.
- "$translucent" "1" //Makes your texture translucent (works with your alpha channel on your diffuse texture "can't be used with selfillium")
- "$selfillum" "1" //Maeks your texture glow in the dark (works with your alpha channel on your diffuse texture "can't be used with translucent")
- //These commands can only be used when phong is available:
- "$phong" "1" //This enables phong.
- "$phongexponent" "22" //This tells the model that how much the phong shall affect the model.
- "$phongexponenttexture" "Exponent Texture" //This uses a texture to tells how much phong affects the model.
- "$phongboost" "1" //This controls the master brightness of the phong effect.
- "$phongtint" "[0.7 0.9 1]" // Specular light tint for this material. [0.7 0.9 1] is blued, [1 1 0.8] is yellowed.
- "$phongfresnelranges" "[1 9 6]" //Now imagine a circle. X is the inner brightness of the circle, and y is nearly the outer brightness. Z is a rim light.
- "$phongalbedotint" "1" //This command will make the phong that bit better on the model.
- "$phongwarptexture" "Boba_Fett/shaders/phongwarp" //This will use the phongwarp, this is a shader first seen in EP2 on the hunter (that green stuff) you can do much cool things with colors and other stuff, works really great with normal maps and phong.
- "$lightwarptexture" "Boba_Fett/shaders/lightwarp" //This command will use a lightwarp texture (can be gray scaled or colored) to give the model a more shadow effect or color effect when you make this texture.
- "$halflambert" "1" //If turned on you can experience a great quality result being in-game.
- //These commands need phong enabled:
- "$rimlight" "1" //This enables rimlight.
- "$rimlightexponent" "22" //This will tell how much the rimlight affects the model.
- "$rimlightboost" "0.2" //This controls the master brightness of the rimlight effect.
- }
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