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  • Titanfall 2 Modding Guide
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    • Sound
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        • Pilot Weapon
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          • SMG
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        • Pilot Ordnance
        • Pilot Ability
      • Sound - Titans
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        • Sound - Scorch
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      • Sound - Drone & NPC
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    • UI & HUD
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  • Mods
    • Plastic Mode
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  • Exporting Assets
    • Exporting Maps
    • Exporting using Legion
    • Exporting Models
  • Assets
    • Texture library
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On this page
  • $basetexture
  • VMT syntax
  • Additional parameters
  • $basetexture2
  • Source & reference

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  1. Documentation
  2. Textures
  3. Shader

$basetexture

$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

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Last updated 5 years ago

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$basetexture

$basetexture is a parameter available in all Source games. It defines an texture. It is very rare for a not to use this parameter and some will load a default if it stays undefined.

VMT syntax

$basetexture	<texture without extension, relative to <game>\materials\>
LightmappedGeneric
{
	$basetexture	brick\brickwall031b
}

Additional parameters

$basetexturetransform <>

Transforms the texture before use in the material. This does not affect on the surface.The default position is "center .5 .5 scale 1 1 rotate 0 translate 0 0".

  1. center defines the point of rotation. Only useful if rotate is being used.

  2. scale fits the texture into the material the given number of times. '2 1' is a 50% scale in the X axis.

  3. rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.

  4. translate shifts the texture by the given numbers. '.5' will shift it half-way.

All values must be included!

Bug: Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place.

Bug: Rotating textures applied on brushes will rotate around the map origin (confirm: Orangebox engine only?). A fix for this is to change the center position in the VMT to the brush's origin.

$basetexture2

There are further '2' commands applying to various shader effects, which are each documented in their respective articles.

Source & reference

$frame <>

The frame displayed for a multi-frame texture. This is normally set by the or proxies, but can be set manually. The value must be a valid index, or crashes might occur.

Some shaders (most notably ) allow the use of two albedos. The second texture is handled by a mirrored set of commands with '2' in their name:

$basetexture2 <>

$basetexturetransform2 <>

Bug: $basetexturetransform2 doesn't exist in the DX9 version of WorldVertexTransition, only working with the DX8 shader. In DX9, $basetexture2 will instead move with the original $basetexturetransform in sync with $basetexture. This is the case in , , and . Other games have not been tested.

Code Fix: adds support for $basetexturetransform2 in Source 2013. The specific code can be found in the shader files.

$frame2 <>

Source:

material
shader
albedo
material
shaders
texture
matrix
lightmaps
integer
AnimatedTexture
TextureToggle
WorldVertexTransition
texture
matrix
integer
https://developer.valvesoftware.com/wiki/$basetexture
Source 2007
Source 2013
Alien Swarm
Mapbase
on its repository
LightmappedGeneric