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Home > HL2 Modding > VMT Glossary

VMT Shaders/Parameters


Here you can see all .vmt file commands. Need more information on what VMT files are? Check out the tutorial section.
Dashed underlinesThat's right, dashed underlines just like this. mean a pop-up note is attached to the word, hover your mouse over it to read it.

Regarding Outlines of Use; brackets and their grey contents should not be used as shown. They should be replaced with appropriate values that can be seen from the 'Possible Values' sections. (Should the 'values' also be in grey, then just do as the 'values' instruct.) Quotation marks and file extensions (.vtf, etc.) aren't required on all commands, but they help to keep the .vmt file tidy, which in-turn helps prevent any possible mistakes.



VMT files are merely .txt files that have had their file extension renamed to become a .vmt file. These VMT files consist of 'shaders' and 'parameters', both of which define how a material is lit, and how/what it will do. The two most common shaders are "LightMappedGeneric" & "VertexLitGeneric". The former being used for map textures and the latter for model textures. Do not worry about placing capital letters in shader or parameter names, as they are not case-sensitive.

This is how a basic VMT is laid out (limited to one shader - excluding shader fallbacks for dx80 etc. - but loads of parameters can be used):
  • Example
      "(Shader)"
      {
      	"(Parameter)" "(Parameter-value)"
      }

  • This is what a common VMT used on a model will look like:
  • Example
      "VertexLitGeneric"
      {
      	"$basetexture" "models/katharsmodels/vipermk2/vipermk2_sheet"
      	"$envmapmask" "models/katharsmodels/vipermk2/vipermk2_mask"
      	"$envmap" "env_cubemap"
      }



  • VMT Shaders

    HL2 - Standard:
  • "AlienScale"
        About:

        Compatible on Models:
        No.
  • "BaseTimesLightMapTimesDetail"
        About:

        Compatible on Models:
        No.
  • "BaseTimesLightMapWet"
        About:

        Compatible on Models:
        No.
  • "BaseTimesMod2XEnvmap"
        About:

        Compatible on Models:
        No.
  • "Bloom"
        About:

        Compatible on Models:
        Possibly. It turns the model invisible, but I am unsure what this shader is supposed to do.
  • "BlurFilterX"
        About:

        Compatible on Models:
        Possibly. It turns the model invisible, but I am unsure what this shader is supposed to do.
  • "BlurFilterY"
        About:

        Compatible on Models:
        Possibly. It turns the model invisible, but I am unsure what this shader is supposed to do.
  • "Cable"
        About:

        Compatible on Models:
        No.
  • "Camo"
        About:

        Compatible on Models:
        No.
  • "Cloud"
        About:

        Compatible on Models:
        Possibly. It turns the model completely black, but I am unsure what this shader is supposed to do.
  • "DebugBumpedLightMap"
        About:

        Compatible on Models:
        No.
  • "DebugBumpedVertexLit"
        About:

        Compatible on Models:
        Yes (see $model)
  • "DebugFBTexture"
        About:

        Compatible on Models:
        No.
  • "DebugLightingOnly"
        About:

        Compatible on Models:
        No.
  • "DebugLightmap"
        About:

        Compatible on Models:
        No.
  • "DebugLuxels"
        About:

        Compatible on Models:
        No.
  • "DebugModifyVertex"
        About:

        Compatible on Models:
        No (crashes when used).
  • "DebugNormalMap"
        About:

        Compatible on Models:
        Possibly. It turns the model completely black, but I am unsure what this shader is supposed to do.
  • "DebugUnlit"
        About:

        Compatible on Models:
        Yes (see $model).
  • "DebugVertexLit"
        About:

        Compatible on Models:
        Possibly (see $model). It turns the model completely grey, but I am unsure what this shader is supposed to do.
  • "Decal"
        About:

        Compatible on Models:
        No.
  • "DecalBaseTimesLightmapAlphaBlendSelfIllum"
        About:

        Compatible on Models:
        No.
  • "DecalModulate"
        About:
        Default shader used for decals. Decals are not fixed to the camera such as sprites are, but rather 'stick' to the world. For example, bullet-holes and blood are decals. You should also enter the '$decal' parameter (set to "1") inside the VMT when using this shader (Is this necessary? - or just for some kind of identification purpose).

        Compatible on Models:
        Possibly (see $model). It creates weird refraction-like effects.
  • "DownSample"
        About:

        Compatible on Models:
        Possibly (see $model). It turns the model completely invisible, but I am unsure what this shader is supposed to do.
  • "Eyeball"
        About:

        Compatible on Models:
        Yes.
  • "Eyes"
        About:

        Compatible on Models:
        Yes (see $iris). QC commands are required for this to work (see $model > eyeball).
  • "FillRate"
        About:

        Compatible on Models:
        Possibly (see $model). Displays the model's wireframe with a blue, additive material (Could be used for something sci-fi).
  • "GooingGlass"
        About:

        Compatible on Models:
        No.
  • "InternalFrameSync"
        About:

        Compatible on Models:
        No.
  • "JellyFish"
        About:

        Compatible on Models:
        Yes. (see $model) I haven't been able to get it fully working however, as it displays the debugging purple & black checkered texture over the $basetexture material. If you find out what the missing texture/command is, please let me know.
  • "Jojirium"
        About:

        Compatible on Models:
        No.
  • "LightMappedGeneric"
        About:

        Compatible on Models:
        No.
  • "LightMappedTwoTexture"
        About:

        Compatible on Models:
        No.
  • "ModelAdditiveTransEnvMapWithMaskedTexture"
        About:

        Compatible on Models:
        No.
  • "Modulate"
        About:

        Compatible on Models:
        Possibly (see $model). It appears to make the model dark and partially transparent, but I am unsure what this shader is supposed to do.
  • "MonitorScreen"
        About:

        Compatible on Models:
  • "Overlay_Fit"
        About:

        Compatible on Models:
        No.
  • "ParticleSphere"
  • "Predator"
        About:

        Compatible on Models:
        Possibly (see $model). It turns the model completely white (full-bright), but I am unsure what this shader is supposed to do.
  • "ReflectTexture"
        About:

        Compatible on Models:
        No.
  • "Refract"
        About:

        Compatible on Models:
        Yes. (see $model & $dudvmap) Without a $dudvmap, it turns the model into some kind of 'window' which just displays its basetexture.
  • "Shadow"
        About:

        Compatible on Models:
        Possibly (see $model). It turns the model completely invisible, but I am unsure what this shader is supposed to do.
  • "ShadowBuild"
        About:

        Compatible on Models:
        Possibly (see $model). It turns the model completely white (full-bright), but I am unsure what this shader is supposed to do.
  • "ShadowModel"
        About:

        Compatible on Models:
        Possibly (see $model). It turns the model completely invisible, but I am unsure what this shader is supposed to do.
  • "ShatteredGlass"
        About:

        Compatible on Models:
  • "ShowDestAlpha"
        About:

        Compatible on Models:
        No.
  • "SkyFog"
        About:

        Compatible on Models:
        No.
  • "Sprite"
        About:

        Compatible on Models:
        Possibly (see $model). The model just appears as normal, but I am unsure what this shader is supposed to do.
  • "Teeth"
        About:

        Compatible on Models:
        Yes (see $model).
  • "TranslucentLightMap"
        About:

        Compatible on Models:
        No.
  • "UnlitGeneric"
        About:
        Renders the texture to display no lighting detail. (the equilivent of 100% Self-Illumination or running mat_fullbright 1) If used on a model, you must declare the following parameter; '$model' (set to "1") - else the model will just appear as a wireframe.

        Compatible on Models:
        Yes (see $model)
  • "UnlitTwoTexture"
        About:

        Compatible on Models:
        Possibly (see $model). The texture just appears more contrasted with a black checkered pattern over it, but I am unsure what this shader is supposed to do.
  • "VertexLitGeneric"
        About:

        Compatible on Models:
        Yes.
  • "VertexNormals"
        About:

        Compatible on Models:
        No.
  • "VolumetricFog"
        About:

        Compatible on Models:
        No.
  • "Water"
        About:
        The "Water" shader for use with the func_water entity. This shader is not usable on models, even if you declare the "$model" "1" parameter.

        Compatible on Models:
        No.
  • "WaterSurfaceBottom"
        About:

        Compatible on Models:
        No.
  • "Wireframe"
        About:
        Displays a white wireframe of the model in question. Best paired with the '$nocull' command.

        Compatible on Models:
        Yes (see $model)
  • "WorldTwoTextureBlend"
        About:

        Compatible on Models:
        No.
  • "WorldVertexAlpha"
        About:

        Compatible on Models:
        No.
  • "WorldVertexTransition"
        About:

        Compatible on Models:
        No.
  • "WriteZ"
        About:

        Compatible on Models:
        Possibly (see $model). It turns the model completely invisible, but I am unsure what this shader is supposed to do.
  • "YUV"
        About:

        Compatible on Models:
        Possibly (see $model). It turns the model completely invisible, but I am unsure what this shader is supposed to do.

  • "WorldVertexTransition"
        About:

        Compatible on Models:
        No.

  • HL2:EP1
    These commands only work on games/mods if they were created using the HL2:EP1 SDK code.


    This means any games/mods created before its release are unlikely to feature its engine additions, unless updated afterwards to include them.
  • ---
        About:

        Compatible on Models:

  • HL2:EP2/Orange Box
    These commands only work on games/mods if they were created using the Orange Box SDK code.


    This means any games/mods created before its release are unlikely to feature its engine additions, unless updated afterwards to include them.
  • "EyeRefract"
        About:

        Compatible on Models:
        Yes.
  • "Eyes_dx8"
        About:

        Compatible on Models:
        Yes.



  • VMT Parameters

    HL2 - Standard:
  • "Proxies"
        About:

        Outline of Use:

        Sub Commands:
      • "Abs"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "Add"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "AnimatedTexture"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "BreakableSurface"
            About:

            This command only works when this vmt is used on a 'func_breakablesurface' entity.

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "Clamp"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "ConveyorScroll"
            About:

            This command only works when this vmt is used on a 'func_conveyor' entity.

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "CurrentTime"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "Divide"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "Empty"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "EntitySpeed"
            About:

            This command is not supported on world textures. Only use it on models.

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "Equals"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "Exponential"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "Frac"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "GaussianNoise"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "LampBeam"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "LampHalo"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "LessOrEqual"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "LinearRamp"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "MaterialModify"
            About:

            This command only works when this vmt is used on an entity.

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "MatrixRotate"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "Multiply"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "ParticleSphereProxy"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "PlayerDamageTime"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "PlayerHealth"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "PlayerPosition"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "PlayerProximity"
            About:

            This command is not supported on world textures. Only use it on models.

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "PlayerSpeed"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "PlayerView"
            About:

            This command is not supported on world textures. Only use it on models.

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "RandomEntity"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "Sine"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "Subtract"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "TextureScroll"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "ToggleTexture"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "TextureTransform"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "UniformNoise"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "WaterLOD"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:

      • Examples of Use:
  • "$2basetexture"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$a_b_noise"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$a_s_halfwidth"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$a_s_noise"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$a_t_halfwidth"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$a_threshold"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$abstmp"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$additive"
        About:

        Outline of Use:
        "$additive" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "$alpha"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$alpha_bias"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$alphatest"
  • "$alphatested"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$animatedtextureframenumvar"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$animatedtextureframerate"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$animatedtexturevar"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$basetexture"
  • "$basetexture2"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$basetextureoffset"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$basetexturescale"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$basetexturetransform"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$basetexturetransform2"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$bluramount"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$blurtexture"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$bottommaterial"
        About:

        Possible
        Outline of Use:
        Values:

        Examples of Use:
  • "$brightness"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$bumpbasetexture2withbumpmap"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$bumpframe"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$bumpmap"
  • "$bumpmap2"
  • "$bumpoffset"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$bumpscale"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$bumptransform"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$cheapwaterenddistance"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$cheapwaterstartdistance"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$clientshader"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$cloudalphatexture"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$cloudscale"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$color"
        About:
        Although untested, I believe this command is used to boost/reduce the colours of the $basetexture. A certain shader may be required for it to work.

        Outline of Use:
        "$color" "[(r) (g) (b)]"

        Possible Values:
        r = 0 to infinite (untested)
        g = 0 to infinite (untested)
        b = 0 to infinite (untested)

        Examples of Use:
  • "$comparez"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$crackmaterial"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$decal"
  • "$decalfadeduration"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$decalfadetime"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$decalscale"
        About:
        Scales the size of the decal.

        Outline of Use:
        "$decalscale" "(value)"

        Possible Values:
        value = 0 to infinite (untested)

        Examples of Use:
      • Example #1
          "VertexLitGeneric"
          {
          	"$translucent" 1
          	"$basetexture" "decals/scratches"
          	"$decal" 1
          	"$decalscale" 0.08
          }
  • "$decalsecondpass"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$detail"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$detail2"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$detailframe"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$detailscale"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$detailscale2"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$dudvframe"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$dudvmap"
  • "$dummyvar"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$envmap"
  • "$eyeorigin"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$eyeup"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$fadeoutonsilhouette"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$falloffamount"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$falloffdistance"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$falloffoffset"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$fbtexture"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$fixedfunction"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$flags"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$flags_defined"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$flags_defined2"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$flags2"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$fogcolor"
        About:

        Required Shader: "Water"

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$fogenable"
        About:

        Required Shader: "Water"

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$fogend"
        About:

        Required Shader: "Water"

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$fogstart"
        About:

        Required Shader: "Water"

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$forcecheap"
        About:

        Required Shader: "Water"

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$forceexpensive"
        About:

        Required Shader: "Water"

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$forward"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$frame"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$frame2"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$frametexture"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$fresnelreflection"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$glassenvmap"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$glassenvmaptint"
        About:

        Outline of Use:
        "$glassenvmaptint" "[(r) (g) (b)]"

        Possible Values:
        r = 0 to infinite (untested)
        g = 0 to infinite (untested)
        b = 0 to infinite (untested)

        Examples of Use:
  • "$glint"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$glintu"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$glintv"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$gradienttexture"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$halflambert"
        About:
        When set to 1, it will significantly increase the shading quality of the parts of the target model that use this vmt. Useful for low-poly models. (However, I am unsure how system intensive the command is, so using this on many models at the same time could be unwise.) Due to this command's smoothing properties it is most commonly used on faces/heads.

        Outline of Use:
        "$halflambert" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:

      • Example #1
          "VertexLitGeneric"
          {
          	"$baseTexture" "models/katharsmodels/gordon_freeman/gordon_facemap"
          	"$halflambert" "1"
          }
  • "$halfwidth"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$hasselfillum"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$ignorevertexcolors"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$ignorez"
        About:
        Causes the material to always be drawn on top, no matter its "z" position. Useful for VGUI/HUDs.
        Outline of Use:
        "$ignorez" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "$illumfactor"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$iris"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$irisframe"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$irisu"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$irisv"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$j_b_halfwidth"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$j_b_noise"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$j_basescale"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$j_s_halfwidth"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$j_s_noise"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$j_t_halfwidth"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$j_threshold"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$leakamount"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$leakcolor"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$leakforce"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$leaknoise"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$lights"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$maskscale"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$maxlight"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$mean"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$micros"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$micros_frame"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$micros_transform"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$minlight"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$mod2x"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$model"
        About:
        If your material is to be used on a model, this command is required for some shaders, such as 'UnlitGeneric'. Check the 'shaders' section to see if the shader can be used on a model. If it can, it usually requires you to define this command.

        Outline of Use:
        "$model" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:

      • Example #1
          "UnlitGeneric"
          {
          	"$baseTexture" "models/katharsmodels/glow_sticks/glow_red"
          	"$model" "1"
          }
  • "$modelmaterial"
  • "$multiply"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$multiplyby_max_hdr_overbright"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$multiplybyalpha"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$multiplybycolor"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$nocompress"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$nocull"
        About:
        Forces the faces using this texture to be displayed on both sides of the surface (displays only on 1 side by default).

        Outline of Use:
        "$nocull" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "$nodecal"
        About:
        Prevents any decals from being displayed on any of the texture maps declared in the VMT. This is most commonly used on 'eyes' and 'teeth'. (In real-life, teeth and eyes generally get "washed" by tongues/eyelids and thus it is more realistic to not have decals paint onto them.)

        Outline of Use:
        "$nodecal" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "$nodraw"
        About:
        When set to 1, any textures declared/targeted by this VMT will not be drawn. (i.e. They will be invisible) Whether this literally 'deletes/removes' the faces of the targeted parts of the mesh, or just makes them fully transparent, I am unsure. So only use this as a last resort, as it may still be rendering the polys - therefore causing the game to run slower over parts you can't see.

        Outline of Use:
        "$nodraw" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "$no_draw"
        About:
        When set to 1, any textures declared/targeted by this VMT will not be drawn. (i.e. They will be invisible) Whether this literally 'deletes/removes' the faces of the targeted parts of the mesh, or just makes them fully transparent, I am unsure. So only use this as a last resort, as it may still be rendering the polys - therefore making the game becoming slower over parts you can't see.

        Outline of Use:
        "$no_draw" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "$nofog
        About:

        Outline of Use:
        "$nofog" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "$nolod
        About:

        Outline of Use:
        "$nolod" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "$no_fullbright
        About:

        Outline of Use:
        "$no_fullbright" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "$noisechoice"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$normal"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$normalmap"
  • "$noscale"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$one"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$parallaxmap"
  • "$parallaxmapscale"
        About:

        Outline of Use:
        "$parallaxmapscale" "(value)"

        Possible Values:
        value = 0 to infinite (untested)

        Examples of Use:
  • "$passcount"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$polyoffset"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$pulserate"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$reflectamount"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$reflectentities"
        About:

        Outline of Use:
        "$reflectentities" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "$reflecttexture"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$reflecttint"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$refractamount"
        About:
        Declares how much the 'Shader' will refract.

        Outline of Use:

        Possible Values:
        0-1 (use decimal figures)

        Examples of Use:
  • "$refractionamount"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$refracttexture"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$refracttint"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$refracttinttexture"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$refracttinttextureframe"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$scale"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$selfillum"
        About:
        Short for self illumination. Enabling this will cause the $basetexture's alpha channel to be used as a self-illumination/glow map. Self illumination does exactly what it sounds like. Pure white parts on the alpha channel will be displayed at full brightness no matter the lighting conditions, i.e. even in pitch black lighting the specified parts will -appear to- glow. Black parts on the alpha channel will be displayed as normal. Ranges inbetween will glow accordingly.

        Incompatible With:
        "$phong".

        Required Commands:
        "$basetexture".

        Outline of Use:
        "$selfillum" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:

      • Example #1
          "VertexLitGeneric"
          {
          	"$baseTexture" "models/katharsmodels/glow_sticks/glow_red"
          	"$selfillum" "1"
          }
  • "$selfillumtexture"
  • "$selfillumtextureframe"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$selfillumtint"
        About:

        Required Commands:
        $basetexture, ($selfillum or $selfillumtexture)

        Outline of Use:
        "$selfillumtint" "[(r) (g) (b)]"

        Possible Values:
        r = 0 to infinite (untested)
        g = 0 to infinite (untested)
        b = 0 to infinite (untested)

        Examples of Use:
  • "$shaderprop"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$spriteframe"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$spriteorientation"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$spriteorigin"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$spriterendermode"
        About:

        Outline of Use:
        "$spriterendermode" "(value)"

        Possible Values:
        value = "0", "1", "2", "3", "4", "5", "6", "7", "8", "9"

        Examples of Use:
  • "$subdivsize"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$surfaceprop"
        About:
        This command affects what sounds/decals/particles will be used when the texture in question is shot/damaged etc. This command only affects world textures, not ones used on models. (see $surfaceprop and $jointsurfaceprop for editing a model's surface property.)

        Outline of Use:

        Possible Values:
      • Stone:
        baserock
        boulder
        brick
        concrete
        concrete_block
        gravel
        rock
        
        Metals:
        chain
        chainlink
        metal
        metal_box
        metalgrate
        metalpanel
        metalvent
        slipperymetal
        solidmetal
        
        Liquids/Frozen:
        ice
        slime
        snow
        water
        wade
        
        Organic/Flesh:
        alienflesh
        armorflesh
        bloodyflesh
        flesh
        strider
        
        Terrain:
        antlionsand
        dirt
        grass
        gravel
        mud
        mudslipperyslime
        quicksand
        slime
        slipperyslime
        
        Wooden:
        wood
        wood_box
        wood_crate
        wood_furniture
        wood_lowdensity
        wood_plank
        wood_panel
        wood_solid
        	
        Others:
        computer
        default
        glass
        ladder
        porcelain
        tile
        watermelon

      • Examples of Use:

      • Example #1
          "VertexLitGeneric"
          {
          	"$basetexture" "models/katharstextures/glass_tube/glass_tube_sheet"
          	"$envmapmask" "models/katharstextures/glass_tube/glass_tube_mask"
          	"$envmap" "env_cubemap"
          	"$surfaceprop" "glass"
          }
  • "$surfaceprop2"
        About:
        Presumably sets the surface property of the texture defined by $basetexture2. This command affects what sounds/decals/particles will be used when the texture in question is shot/damaged etc. This command only affects world textures, not ones used on models. (see $surfaceprop & $jointsurfaceprop for editing a model's surface property.)

        Outline of Use:

        Possible Values:

      • Stone:
        baserock
        boulder
        brick
        concrete
        concrete_block
        gravel
        rock
        
        Metals:
        chain
        chainlink
        metal
        metal_box
        metalgrate
        metalpanel
        metalvent
        slipperymetal
        solidmetal
        
        Liquids/Frozen:
        ice
        slime
        snow
        water
        wade
        
        Organic/Flesh:
        alienflesh
        armorflesh
        bloodyflesh
        flesh
        strider
        
        Terrain:
        antlionsand
        dirt
        grass
        gravel
        mud
        mudslipperyslime
        quicksand
        slime
        slipperyslime
        
        Wooden:
        wood
        wood_box
        wood_crate
        wood_furniture
        wood_lowdensity
        wood_plank
        wood_panel
        wood_solid
        	
        Others:
        computer
        default
        glass
        ladder
        porcelain
        tile
        watermelon

      • Examples of Use:
  • "$temp"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$temp1"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$temp2"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$tempvec"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$tex2offset"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$tex2scale"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$texoffset"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$texscale"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$texture2"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$texture2scale"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$texture2transform"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$time"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$tooltexture"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$translucent"
        About:
        If set to 1, then it will use the alpha channel of the texture declared by the "$basetexture" command, as the source of transparency (black = transparent, white = opaque).

        Incompatible With:
        "$phong", "$alphatest".

        Outline of Use:
        "$translucent" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
      • Example #1
          "VertexLitGeneric"
          {
          	"$translucent" 1
          	"$basetexture" "decals/scratches"
          	"$decal" 1
          	"$decalscale" 0.08
          }
  • "$translucent_material"
  • "$translucentgoo"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$unlitfactor"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$usebumpmap"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$usingpixelshader"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$vertexalpha"
        About:

        Outline of Use:
        "$vertexalpha" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "$vertexcolor"
        About:

        Outline of Use:
        "$vertexcolor" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "$waterdepth"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$wave"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$wetbrightnessfactor"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$writez"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$xo_b_halfwidth"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$xo_b_noise"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$xo_s_halfwidth"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$xo_s_noise"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$xo_t_halfwidth"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$xo_threshold"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$zero"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:

  • HL2:EP1
    These commands only work on games/mods if they were created using the HL2:EP1 SDK code.


    This means any games/mods created before its release are unlikely to feature its engine additions, unless updated afterwards to include them.
  • "$lightwarptexture"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$phong"
        About:
        Used to toggle the "phong" shader on/off. Not all third-party mods are phong-compatible, so it'll only work if they use the latest version of the SDK. The phong shader controls specular lighting and rim shading. It reflects light sources/colours (reflecting colours is optional), but not the rest of the world like the envmap does. Some examples of real-world materials that react strongly like this would be: certain types of plastics, rubber, leather, etc. However, almost everything reacts in this way, even if the effect is very subtle.

        Incompatible With:
        "$alphatest", "$envmap", "$selfillum", "$translucent".

        Required Commands:
        "$phongboost", "$phongfresnelranges", "$bumpmap".

        Outline of Use:
        "$phong" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Sub Commands:
      • "$ambientocclusiontexture"
      • "$phongalbedotint"
            About:
            When set to a value other than 0 (positive value), the reflected light from the 'phong' shader will be tinted by the 'diffuse' map declared by the "$basetexture" command.

            As far as I know this command isn't currently supported by any Source game.

            Outline of Use:
            "$phongalbedotint" "(value)"

            Possible Values:
            value = 0 to infinite (untested)

            Examples of Use:
          • Example #1
              "VertexLitGeneric"
              {
              	"$basetexture" "models/katharsmodels/bandit/bandit_sheet"
              	"$phong" "1"
              	"$bumpmap" "models/katharsmodels/bandit/bandit_normal"
              	"$ambientocclusiontexture" "models/katharsmodels/bandit/bandit_occlusion"
              	"$phongboost" "0.3"
              	"$phongexponent" "10"
              	"$phongfresnelranges" "[0.04 0.4 4]"
              	"$phongalbedotint" "2"
              }
      • "$phongboost"
            About:
            If value is set from "0" to "1" (decimals allowed), then light received & displayed from the phong shader will be dimmed accordingly. However, if set to "1" or above, then the amount of light received & displayed will be increased.

            Outline of Use:
            "$phongboost" "(value)"

            Possible Values:
            value = 0 to infinite (untested)

            Examples of Use:
          • Example #1
              "VertexLitGeneric"
              {
              	"$basetexture" "models/katharsmodels/bandit/bandit_sheet"
              	"$phong" "1"
              	"$bumpmap" "models/katharsmodels/bandit/bandit_normal"
              	"$ambientocclusiontexture" "models/katharsmodels/bandit/bandit_occlusion"
              	"$phongboost" "12"
              	"$phongexponent" "10"
              	"$phongfresnelranges" "[0.04 0.4 4]"
              	"$phongalbedotint" "3"
              }
      • "$phongexponent"
            About:
            Phong exponent controls how sharp/spread the reflected light sources are. The higher the exponent (value), the sharper the highlight. The lower the exponent (value), the higher spread the highlight has.

            Outline of Use:
            "$phongexponent" "(value)"

            Possible Values:
            value = 0 to infinite (untested)

            Examples of Use:
          • Example #1
              "VertexLitGeneric"
              {
              	"$basetexture" "models/katharsmodels/bandit/bandit_sheet"
              	"$phong" "1"
              	"$bumpmap" "models/katharsmodels/bandit/bandit_normal"
              	"$ambientocclusiontexture" "models/katharsmodels/bandit/bandit_occlusion"
              	"$phongboost" "0.3"
              	"$phongexponent" "10"
              	"$phongfresnelranges" "[0.04 0.4 4]"
              	"$phongalbedotint" "3"
              }
      • "$phongexponenttexture"
      • "$phongfresnelranges"
            About:
            I'm unsure on the technical details of how this works personally, but this command controls the 'rim shading' part of the Phong shader.

            Outline of Use:
            "$phongfresnelranges" "[(x) (y) (z)]"

            Possible Values:
            x = 0 to infinite (untested)
            y = 0 to infinite (untested)
            z = 0 to infinite (untested)

            Examples of Use:
          • Example #1
              "VertexLitGeneric"
              {
              	"$basetexture" "models/katharsmodels/bandit/bandit_sheet"
              	"$phong" "1"
              	"$bumpmap" "models/katharsmodels/bandit/bandit_normal"
              	"$ambientocclusiontexture" "models/bandit/bandit_occlusion"
              	"$phongboost" "0.3"
              	"$phongexponent" "10"
              	"$phongfresnelranges" "[0.04 0.4 4]"
              	"$phongalbedotint" "3"
              }

      • Examples of Use:
      • Example #1
          "VertexLitGeneric"
          {
          	"$basetexture" "models/katharsmodels/bandit/bandit_sheet"
          	"$phong" "1"
          	"$bumpmap" "models/katharsmodels/bandit/bandit_normal"
          	"$ambientocclusiontexture" "models/katharsmodels/bandit/bandit_occlusion"
          	"$phongboost" "0.3"
          	"$phongexponent" "10"
          	"$phongfresnelranges" "[0.04 0.4 4]"
          	"$phongalbedotint" "3"
          }

  • HL2:EP2/Orange Box
    These commands only work on games/mods if they were created using the Orange Box SDK code.


    This means any games/mods created before its release are unlikely to feature its engine additions, unless updated afterwards to include them.
  • "360?$color2"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "Proxies" (updated)
        About:

        See HL2 - Standard > "Proxies", for more information/sub commands.

        Sub Commands:
      • "BurnLevel"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "FleshInterior"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "IsNPC"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "spy_invis"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:

      • Examples of Use:
  • "$absburnminusone"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$ambientocclcolor"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$ambientoccltexture"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$bbqamount"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$burnlevel"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$burnminusone"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$cloakpassenabled"
        About:

        Outline of Use:

        Possible Values:

        Sub Commands:
      • "$cloakcolortint"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:

      • Examples of Use:
  • "$compress"
        About:

        Required Commands:
        "$bumpmap".

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$corneabumpstrength"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$corneatexture"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$dilation"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$eyeballradius"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$finalburnlevel"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$fleshinteriorenabled"
  • "$glossiness"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$parallaxstrength"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$phong" (updated)
        About:
        As of the Orange Box SDK Release, $phong and $envmap are now both compatible with one another.

        See HL2:EP1 > "$phong", for more information/sub commands.

        Sub Commands:
      • "$phongwarptexture"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:

      • Examples of Use:
  • "$raytracesphere"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$rimlight"
        About:

        Required Commands:
        "$phong".

        Outline of Use:
        "$rimlight" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Sub Commands:
      • "$rimlightexponent"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "$rimlightboost"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
      • "$rimmask"
            About:

            Outline of Use:

            Possible Values:

            Examples of Use:
  • "$spheretexkillcombo"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$stretch"
        About:

        Required Commands:
        "$bumpmap".

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "$two"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:



  • VMT Compile Parameters

    HL2 - Standard:
  • "%compilepassbullets"
        About:

        Outline of Use:
        "%compilepassbullets" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "%compileclip"
        About:

        Outline of Use:
        "%compileclip" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "%compiledetail"
        About:

        Outline of Use:
        "%compiledetail" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "%compilefog"
        About:

        Outline of Use:
        "%compilefog" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "%compilehint"
        About:

        Outline of Use:
        "%compilehint" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "%compileladder"
        About:

        Outline of Use:
        "%compileladder" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "%compilenodraw"
        About:

        Outline of Use:
        "%compilenodraw" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "%compilenonsolid"
        About:

        Outline of Use:
        "%compilenonsolid" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "%compilenpcclip"
        About:

        Outline of Use:
        "%compilenpcclip" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "%compileorigin"
        About:

        Outline of Use:
        "%compileorigin" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "%compileplayercontrolclip"
        About:

        Outline of Use:
        "%compileplayercontrolclip" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "%compileskip"
        About:

        Outline of Use:
        "%compileskip" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "%compilesky"
        About:

        Outline of Use:
        "%compilesky" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "%compiletrigger"
        About:

        Outline of Use:
        "%compiletrigger" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "%compilewater"
        About:

        Outline of Use:
        "%compilewater" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "%compilewet"
        About:

        Outline of Use:
        "%compilewet" "(boolean)"

        Possible Values:
        boolean = "0", "1"

        Examples of Use:
  • "%detailtype"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "%keywords"
  • "%notooltexture"
        About:

        Outline of Use:

        Possible Values:

        Examples of Use:
  • "%tooltexture"

  • HL2:EP1
    These commands only work on games/mods if they were created using the HL2:EP1 SDK code.


    This means any games/mods created before its release are unlikely to feature its engine additions, unless updated afterwards to include them.
  • ---
        About:

  • HL2:EP2/Orange Box
    These commands only work on games/mods if they were created using the Orange Box SDK code.


    This means any games/mods created before its release are unlikely to feature its engine additions, unless updated afterwards to include them.
  • ---
        About:



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