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  1. Documentation
  2. Textures

Valve Material Type - VMT

PreviousCreating Animated ParticlesNextTexture & Colors

Last updated 5 years ago

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A material is a .vmt ("Valve Material Type") text file that defines a two-dimensional surface. It contains all of the information needed for Source to simulate the surface visually, aurally, and physically.

The contents of a material will fall into some or all of these categories:

  1. names

A simple example

LightmappedGeneric
{
	$basetexture coast\shingle_01
	$surfaceprop gravel
}

This is a very basic material.

  1. The shader is used, which means that the material is for use on surfaces with (i.e. ).

  2. The { character opens a set of parameters

  3. The parameter is given with coast\shingle_01, which is the location of a texture. This is what will be drawn on the screen.

  4. gives the material the physical properties of gravel.

  5. The } character closes a set of parameters

Finding materials

SteamPipe

Non-SteamPipe Games

It's important to remember that this material can only be used on brushes. If it needed to be used on , for instance, another version would need to be created using the shader.

Most of the time switching materials from one shader to another is as simple as changing their first line, since a great number of parameters are shared between them. Some params only work with certain shaders, like effects, which are only available with VertexLitGeneric, but unfortunately you won't encounter any critical errors if a param isn't understood by the shader. It just won't have any effect. **Tip:**If you ever need to use a space or tab character in a parameter value, you must wrap the whole value with "quote marks". You'll often see absolutely everything wrapped like this - save yourself some typing, as that's unnecessary.

When Valve updated some games to , the materials were moved from into files. VPK Files work with .

More info on SteamPipe

in non source games, Materials are stored in the materials\ folder of your game or mod. The best way to browse them is from 's texture selection screen.

If you want to edit or view the code of Valve's material files you will first need to extract them from their package with . They tend to be stored in GCFs with 'materials' in their name.

Source:

Texture
Physical surface types
Shader
parameters
Fallbacks
Proxies
shingle beach
LightmappedGeneric
lightmaps
brushes
$basetexture
$surfaceprop
models
VertexLitGeneric
SteamPipe
GCF
VPK
GCFScape
here
SteamPipe
Hammer
GCF
GCFScape
https://developer.valvesoftware.com/wiki/Material
Phong