VMT Parameter Dictionary
Tells the engine where to find the vtf.
Is a boolean. Choose either 1 or 0 to enable/disable phong.
Phong creates diffuse reflections.
$phongexponent "x"
Basically defines the "glossiness" of a model.
Higher numbers result in more glossiness.
Sets the amount of brightness.
Defines the fresnel ranges of the phong.
X defines how reflective the polygon is when its normal aligns the view.
Z defines how reflective the polygon is when its normal is orthogonal to the view.
Y defines how reflective the polygon is halfway between those both.
$basemapalphaphongmask "x"
Is a boolean. Choose either 1 or 0 to enable/disable phongmasking.
Tells the engine to use the basemaps alpha channel for phongmasking.
Lighter values create more reflection, darker values create less reflection.
Tip: Use a black & white version of the map for nicer effects.
Is a boolean. Choose either 1 or 0 to enable/disable rimlight.
$rimlightexponent "x"
Basically defines the "glossiness" of the rimlight.
Higher numbers result in more glossiness.
$rimlightboost "x"
Sets the amount of brightness.
Is a boolean. Choose either 1 or 0 to enable/disable glow.
$selfillumtint "[x y z]"
Defines the glow colour.
X defines the red value,
Y defines the green value,
Z defines the blue value.
$selfillumfresnel "x"
Is a boolean. Choose either 1 or 0 to enable/disable selfillumfresnel.
Like $phongfresnelranges but affects $selfillum.
Is a boolean. Choose either 1 or 0 to enable/disable translucency.
The level of translucency is affected by the basetextures alpha channel.
Is a boolean. Choose either 1 or 0 to enable/disable alphatest.
The level of translucency is affected by the basetextures alpha channel.
Is a boolean. Choose either 1 or 0 to enable/disable nocull.
Displays the texture on the other side of the model surface.
This is useful when used together with $alphatest.
Note: Nocull doubles the polycount, so better copy the faces in your modeling app and flip the normals!
Used to simulate 3D detail on a 2D surface.
Used to simulate 3D detail on a 2D surface.
Creates specular reflections.
An envmap (environment map) reflects the environment.
Using env_cubemap tells the engine to use the nearest environment map.
Tells the engine how strongly light is being reflected from the envmap, depending on the brightness of each pixel of the texture.
Lighter values create more reflection, darker values create less reflection.
Note: This wont work if used together with $bumpmap
Is a boolean. Choose either 1 or 0 to enable/disable envmapmasking.
Tells the engine to use the basemaps alpha channel for envmapmasking.
Lighter values create more reflection, darker values create less reflection.
Is a boolean. Choose either 1 or 0 to enable/disable envmapmasking.
Tells the engine to use the normalmaps alpha channel for envmapmasking.
Lighter values create more reflection, darker values create less reflection.