Introduction to Half Life 2 Modding
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Transcript of Introduction to Half Life 2 Modding
Introduction to Half Life 2 Modding
● Seminar Five – The Texturiser– The story so far:
● Creating a mod via Source SDK● Introduction to Hammer● Basic Hammer techniques● Advanced Hammer techniques
– This week:● Importing custom textures for use in maps
– Homework:● Further work with custom textures
The 'Valve' way
● SDK provided tool – Vtex.exe– Vtex used to convert TGA files into VTF files– Command line tool
● Basic usage : “vtex.exe texture_source.tga”– Uses the source directory to position final VTF files
● i.e. if texture_source.tga is in materialsrc\walls\, texture_source.vtf will be created in materials\walls.
– Can also be used to generate VMT files.
The Easy way
● Use a Photoshop plugin– Nem's VTF Plugin
● nemesis.thewavelength.net/index.php?c=154– Allows VTF generation via
Save As dialogue (see right).● Faster and Easier than VTex!
Creating a VMT
● Each VTF requires a matching VMT– VMT files describe what shader and properties the
VTF is rendered with.– VMT files are simple text files with a specific format.
● The format of the VMT is as follows:– Shader declaration:
● “LightMappedGeneric” and “VertexLitGeneric” are the most common shader types used.
– Parameter declarations:● “baseTexture” is a requirement for majority of
shaders
Example VMT"lightmappedgeneric" // shader parameter{
// diffuse texture (vtf file)"$baseTexture" "wall/ds_wall_metal_hullplate01"
// surface type for hit impacts"$surfaceprop" "metal"
// normal map (also a vtf)"$bumpmap" "wall/ds_wall_metal_hullplate01_normal"
// tells engine to use env_cubemap output"$envmap" "env_cubemap"
// env mask is taken from base map alpha"$basemapalphaenvmapmask" 1
// dictates env map contrast / saturation"$envmapcontrast" 1
// RGB value, controls level of reflection"$envmaptint" "[.25 .25 .25]"
}