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VMT Parameter Reference - A Tutorial for Source Engine.

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    Posted by Rymd

    Very helpful ! I just wish there was something more specific to other source version such as the one used by Insurgency.

    Insurgency runs on a more "advanced" variant of the L4D2 version of the Source engine, with compatibility for the $rimlight shader commands.
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    Very helpful ! I just wish there was something more specific to other source version such as the one used by Insurgency.
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    7y
    Hey, just an update regarding the claims regarding $phongalbedotint and related commands not working in L4D2:

    My friend Lt. Rocky and I have confirmed that $phongalbedotint and related commands will in fact work in L4D2, albeit with a caveat: it will work only if the $phongtint command is omitted from the VMT.

    Still not sure about the rimlight commands, but yeah, just thought I'd give you an update regarding this.

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    omg this tutorial is da best
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    > **Posted by Yogensia** > > That's interesting, I never heard of those parameters since I work only with props and weapon models. However, for something like that I think it would be better to make a separate guide that covers those, and maybe some other specific parameters for maps and so on. This guide is long enough as it is so I prefer to avoid making it even longer. We indeed might need to add somewhere that this tutorial is focusing on first person view weapons and world models. @JorisCeoen We would've included various other commands and also explain what different header types and what not do but that indeed is for another tutorial.
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    > **Posted by JorisCeoen** > Handy is that Valve literally added the descriptions next to them, so you can easily add this to the tutorial. I haven't seen tutorials using this, and I have rarely seen other mappers (other than myself) use this on their own trees (custom made, for instance you can look at my cs ardennes map for CSGO all my trees have these parameters as I looked them up myself and just added them onto it. > > So if you are interested, you can add them. There's so much you can vary in these options, it really depends on the size of the materials and so on. > > Best to know, is that the movement is essentially calculated via the material, so it's not that the props are animated or anything. So, all-in-all these parameters allow the manipulation of the vertices on which the materials are applied to the model(s) so it looks like they are swaying/breezing in the wind. > > To see the parameters more appropriatly, copy and paste them in notepad. That's interesting, I never heard of those parameters since I work only with props and weapon models. However, for something like that I think it would be better to make a separate guide that covers those, and maybe some other specific parameters for maps and so on. This guide is long enough as it is so I prefer to avoid making it even longer.
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    > **Posted by Yogensia** > Thank you. :) > > What do you mean by "swaying" parameters, never heard that word (sry, English is not my first language). Well, since the launch of L4D2 and CS:GO, Valve has finally given support for swaying materials. In other words, you can let leaves on trees or other foliage props move with the **env wind** entity. Let me show you a complete copy of one the urban trees from CS:GO VertexlitGeneric { $baseTexture "models\props_foliage\Urban_Trees_barks01" $vertexfog 1 $treeSway "1" // height at which the effect is on fully (in world units) $treeSwayHeight "300" // radius at which the effect is on fully (in world units) $treeSwayStartHeight ".5" // portion of height at which the effect starts to fade in (0-1) $treeSwayRadius "200" // radius at which the effect is on fully (in world units) $treeSwayStartRadius "0" // portion of radius at which the effect starts to fade in (0-1) $treeSwaySpeed ".2" // how quickly the tree sways (as a multiplier of time) $treeSwayStrength ".4" // how much the tree sways (as a multiplier of position) $treeSwayScrumbleSpeed ".2" // how quickly the leaves move (as a multiplier of time) $treeSwayScrumbleStrength ".4" // how much the leaves move( as a multiplier of position) $treeSwayScrumbleFrequency "2" // spatial frequency of sine wave applied to leaves. Typically high-ish (10-25) $treeSwayFalloffExp "32" // falloff parameter for wave motion on branches/trunk, higher means core of tree is more stable $treeSwayScrumbleFalloffExp "32" // falloff parameter for scrumble motion on leaves, higher means the core of the tree is more stable $treeSwaySpeedHighWindMultiplier "0" // multiplier of movement speed at higher wind $treeSwaySpeedLerpStart "200.0" // wind speed at which high wind multiplier begins to have effect $treeSwaySpeedLerpEnd "600.0" // wind speed at which high wind multiplier is fully on } Handy is that Valve literally added the descriptions next to them, so you can easily add this to the tutorial. I haven't seen tutorials using this, and I have rarely seen other mappers (other than myself) use this on their own trees (custom made, for instance you can look at my cs ardennes map for CSGO all my trees have these parameters as I looked them up myself and just added them onto it. So if you are interested, you can add them. There's so much you can vary in these options, it really depends on the size of the materials and so on. Best to know, is that the movement is essentially calculated via the material, so it's not that the props are animated or anything. So, all-in-all these parameters allow the manipulation of the vertices on which the materials are applied to the model(s) so it looks like they are swaying/breezing in the wind. To see the parameters more appropriatly, copy and paste them in notepad.
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    > **Posted by JorisCeoen** > Finally... Finally someone who made a tutorial about this and someone that adresses these fucking quotes. > > Quotes are incredibly annoying and clutter the overal view of your vmt's. I barely use them, and if you're mapping or modelling for CSGO, you're gonna start to see how less quotes Valve actually uses. > One last note to the OP, you may want to go in-depth on all of the swaying parameters provided in CSGO and L4D2, as many people miss on them and they are very useful :) Thank you. :) What do you mean by "swaying" parameters, never heard that word (sry, English is not my first language).
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    Finally... Finally someone who made a tutorial about this and someone that adresses these fucking quotes. Quotes are incredibly annoying and clutter the overal view of your vmt's. I barely use them, and if you're mapping or modelling for CSGO, you're gonna start to see how less quotes Valve actually uses. One last note to the OP, you may want to go in-depth on all of the swaying parameters provided in CSGO and L4D2, as many people miss on them and they are very useful :)
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    > **Posted by 404: User Not Found** > What you see as "wrong", I see as "right". What you see as "not meant to be added to everything", I see as "it looks retarded without them added to everything, so ADD THEM TO ALL THE THINGS!" As I said, just because you can, it doesn't mean you have to quote everything, regardless of data type.
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