Introduction to Half Life 2 Modding - PowerPoint PPT Presentation

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Introduction to Half Life 2 Modding

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Introduction to Half Life 2 Modding. Seminar Five The ... nemesis.thewavelength.net/index.php?c=154. Allows VTF generation via. Save As dialogue (see right) ... – PowerPoint PPT presentation

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Title: Introduction to Half Life 2 Modding


1
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

2
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.

3
The Easy way
  • Use a Photoshop plugin
  • Nem's VTF Plugin
  • nemesis.thewavelength.net/index.php?c154
  • Allows VTF generation via Save As dialogue (see
    right).
  • Faster and Easier than VTex!

4
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

5
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 "envmapco
ntrast" 1 // RGB value, controls level of
reflection "envmaptint" ".25 .25 .25"
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