> For the complete documentation index, see [llms.txt](https://noskill.gitbook.io/titanfall2/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://noskill.gitbook.io/titanfall2/documentation.md).

# Documentation

- [Textures](https://noskill.gitbook.io/titanfall2/documentation/textures.md)
- [Valve Texture Format - VTF](https://noskill.gitbook.io/titanfall2/documentation/textures/valve-texture-format-vtf.md)
- [Creating a Material](https://noskill.gitbook.io/titanfall2/documentation/textures/valve-texture-format-vtf/creating-a-material.md): This tutorial is a step-by-step guide to creating a brand new material, including the creation of the material's texture.
- [Creating Animated Particles](https://noskill.gitbook.io/titanfall2/documentation/textures/valve-texture-format-vtf/animated-particles.md): Particles are animated by using a material comprised of a collection of materials all built together into a "sheet". This is accomplished by using the mksheet.exe and vtex tools.
- [Valve Material Type - VMT](https://noskill.gitbook.io/titanfall2/documentation/textures/valve-material-type-vmt.md)
- [Texture & Colors](https://noskill.gitbook.io/titanfall2/documentation/textures/colors.md)
- [Color & Texture info](https://noskill.gitbook.io/titanfall2/documentation/textures/colors/color-and-texture-info.md)
- [Shader](https://noskill.gitbook.io/titanfall2/documentation/textures/shader.md): A shader is software which runs on a graphics card to determine how an object should be drawn. Source uses shaders for everything in the 3D world.
- [$basetexture](https://noskill.gitbook.io/titanfall2/documentation/textures/shader/usdbasetexture.md): $basetexture is a material shader parameter available in all Source games. It defines an albedo texture. It is very rare for a material not to use this parameter and some shaders will load a default t
- [$color](https://noskill.gitbook.io/titanfall2/documentation/textures/shader/usdcolor.md): $color is a material shader parameter available in all Source games. It independently scales the red, green and blue channels of an albedo.
- [$reflectivity](https://noskill.gitbook.io/titanfall2/documentation/textures/shader/usdreflectivity.md)
- [Material Flags](https://noskill.gitbook.io/titanfall2/documentation/textures/shader/material-flags.md): Material $flags and $flags2 parameters control how the material is rendered.
- [Albedo](https://noskill.gitbook.io/titanfall2/documentation/textures/albedo.md): An albedo (sometimes diffuse map) is a texture containing view-independent color information.
- [Bump map](https://noskill.gitbook.io/titanfall2/documentation/textures/bump-map.md): Textures often called Bump Maps, or Normal Maps are used to simulate three-dimensional details on a two-dimensional surface by manipulating its lighting.
- [$bumpmap](https://noskill.gitbook.io/titanfall2/documentation/textures/bump-map/usdbumpmap.md): $bumpmap is a material shader parameter available in all Source games.
- [$ssbump](https://noskill.gitbook.io/titanfall2/documentation/textures/bump-map/usdssbump.md): $ssbump is a material shader parameter available in all Source games since Source 2007.
- [Cube Mapping](https://noskill.gitbook.io/titanfall2/documentation/textures/cube-mapping.md)
- [Skybox Basics](https://noskill.gitbook.io/titanfall2/documentation/textures/skybox-basics.md): Skyboxes are solutions intended to make maps look bigger than they are. They are typically used to display the sky, along with distant, unreachable areas and landscapes, such as distant mountains or b
- [2D Skybox](https://noskill.gitbook.io/titanfall2/documentation/textures/skybox-basics/2d-skybox.md): A 2D skybox is a skybox that lacks geometrical depth, consisting only of a skybox texture (without using the sky\_camera entity to display a 3D miniature model).
- [Lightmap](https://noskill.gitbook.io/titanfall2/documentation/textures/lightmap.md): A lightmap is a generated texture applied additively to LightmappedGeneric brush faces to simulate lighting.
- [Material Vector](https://noskill.gitbook.io/titanfall2/documentation/textures/material-vector.md): A material vector is a collection of values used with some material commands. They most often represent a RGB color.
- [MIP Mapping](https://noskill.gitbook.io/titanfall2/documentation/textures/mip-mapping.md)
- [Missing content](https://noskill.gitbook.io/titanfall2/documentation/textures/missing-content.md)
- [Scripts](https://noskill.gitbook.io/titanfall2/documentation/programming.md)
- [KeyValues](https://noskill.gitbook.io/titanfall2/documentation/programming/keyvalues.md): The KeyValues format is used in the Source engine to store meta data for resources, scripts, materials, VGUI elements, and more.
- [Gameinfo.txt](https://noskill.gitbook.io/titanfall2/documentation/programming/keyvalues/gameinfo.txt.md)
- [WeaponConfig.txt](https://noskill.gitbook.io/titanfall2/documentation/programming/keyvalues/weaponconfig.txt.md): KeyValues files dedicated to weapon configuration. Otherwise referred as weapon config for simplicity.
- [VScript](https://noskill.gitbook.io/titanfall2/documentation/programming/vscript.md): VScript, introduced in Left 4 Dead 2, is a virtual machine for scripting that acts as an abstract binding layer between the Source engine and external scripts.
- [File Format](https://noskill.gitbook.io/titanfall2/documentation/file-format.md)
- [NUT & GNUT - Squirrel](https://noskill.gitbook.io/titanfall2/documentation/file-format/nut-and-gnut-squirrel.md)
- [PSD - Photoshop Document](https://noskill.gitbook.io/titanfall2/documentation/file-format/psd-photoshop-document.md): PSD, Photoshop Document, represents Adobe Photoshop's native file format used for graphics designing and development.
- [TGA - Truevision Graphics Adapter](https://noskill.gitbook.io/titanfall2/documentation/file-format/truevision-graphics-adapter-tga.md)
- [TXT - Text file](https://noskill.gitbook.io/titanfall2/documentation/file-format/txt-text-file.md): A file with .TXT extension represents a text document that contains plain text in the form of lines.
- [VPK - Valve Pak file](https://noskill.gitbook.io/titanfall2/documentation/file-format/vpk-valve-pak-file.md): VPK (Valve Pak) files are uncompressed archives used to package game content.
- [File Location](https://noskill.gitbook.io/titanfall2/documentation/file-location.md)
- [VPK list](https://noskill.gitbook.io/titanfall2/documentation/file-location/vpk-file-names.md): VPK archive names, e.g. names of the maps in game files.
- [Weapon](https://noskill.gitbook.io/titanfall2/documentation/file-location/weapon.md)
- [Weapon model](https://noskill.gitbook.io/titanfall2/documentation/file-location/weapon/weapon-model.md)
- [Weapon script](https://noskill.gitbook.io/titanfall2/documentation/file-location/weapon/file-name-weapon-script.md): Location of weapons script files.
- [Weapon config](https://noskill.gitbook.io/titanfall2/documentation/file-location/weapon/weapon-config-file-name.md): Location of weapon config files.
- [3D Models](https://noskill.gitbook.io/titanfall2/documentation/file-location/models.md)
- [Model - Skyboxes](https://noskill.gitbook.io/titanfall2/documentation/file-location/models/model-skyboxes.md): Extra information about skyboxes models
- [Pilot](https://noskill.gitbook.io/titanfall2/documentation/file-location/models/pilot.md)
- [Models - Pilot Ability](https://noskill.gitbook.io/titanfall2/documentation/file-location/models/pilot/models-pilot-ability.md): Also include boost
- [Models - Pilot Weapons](https://noskill.gitbook.io/titanfall2/documentation/file-location/models/pilot/models-pilot-weapons.md)
- [Titan](https://noskill.gitbook.io/titanfall2/documentation/file-location/models/titan.md)
- [Model - Beacon](https://noskill.gitbook.io/titanfall2/documentation/file-location/models/models-beacon.md)
- [Model - Containers](https://noskill.gitbook.io/titanfall2/documentation/file-location/models/model-containers.md)
- [Model - Fixtures](https://noskill.gitbook.io/titanfall2/documentation/file-location/models/model-fixtures.md)
- [Model - imc\_base](https://noskill.gitbook.io/titanfall2/documentation/file-location/models/model-imc_base.md)
- [Model - Industrial](https://noskill.gitbook.io/titanfall2/documentation/file-location/models/model-industrial.md)
- [Model - kodai\_live\_fire](https://noskill.gitbook.io/titanfall2/documentation/file-location/models/model-kodai_live_fire.md)
- [Model - NPC](https://noskill.gitbook.io/titanfall2/documentation/file-location/models/mode-npc.md)
- [Model - Frontier Defense](https://noskill.gitbook.io/titanfall2/documentation/file-location/models/model-frontier-defense.md)
