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:EP1These 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 BoxThese 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"
"$animatedtextureframerate"
About:
Outline of Use:
Possible Values:
Examples of Use:
"$animatedtexturevar"
About:
Outline of Use:
Possible Values:
Examples of Use:
"$basetexture"
Example #2
"VertexLitGeneric"
{
"$basetexture" "_rt_Camera"
}
Therefore making the VMT look for 'chumtoad_sheet.vtf' here; "(mod-directory)/materials/models/katharsmodels/chumtoad/chumtoad_sheet"
"$basetexture2"
About:
Outline of Use:
Possible Values:
Examples of Use:
"$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"
"$decalsecondpass"
About:
Outline of Use:
Possible Values:
Examples of Use:
"$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"
"$envmapcontrast"
About:
Increases/decreases the contrast of any reflections that this VMT uses.
Outline of Use:
"$envmapcontrast" "(value)"
Possible Values:
value = 0 to infinite (untested)
Examples of Use:
"$envmapframe"
About:
Outline of Use:
Possible Values:
Examples of Use:
"$envmapmask"
"$envmapmaskframe"
About:
Outline of Use:
Possible Values:
Examples of Use:
"$envmapmaskscale"
About:
Outline of Use:
"$envmapmaskscale" "(value)"
Possible Values:
value = 0 to infinite (untested)
Examples of Use:
"$envmapmasktransform"
About:
Outline of Use:
Possible Values:
Examples of Use:
"$envmapsaturation"
About:
This command controls how much saturation/colour the reflections have.
Outline of Use:
"$envmapsaturation" "[(r) (g) (b)]"
Possible Values:
r = 0 to 255
g = 0 to 255
b = 0 to 255
Examples of Use:
"$envmapsphere"
About:
Outline of Use:
"$envmapsphere" "(boolean)"
Possible Values:
boolean = "0", "1"
Examples of Use:
"$envmaptint"
About:
Outline of Use:
"$envmaptint" "[(r) (g) (b)]"
Possible Values:
r = 0 to 1
g = 0 to 1
b = 0 to 1
Examples of Use:
"$normalmapalphaenvmapmask"
About:
If set to 1, the alpha channel of the specified normal map will be used for controlling reflections (black = no reflections, white = mirror-like).
Outline of Use:
"$normalmapalphaenvmapmask" "(boolean)"
Possible Values:
boolean = "0", "1"
Examples of Use:
Examples of Use:
"$eyeorigin"
About:
Outline of Use:
Possible Values:
Examples of Use:
"$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:
"$fogcolor"
About:
Outline of Use:
Possible Values:
Examples of Use:
"$fogenable"
About:
Outline of Use:
Possible Values:
Examples of Use:
"$fogend"
About:
Outline of Use:
Possible Values:
Examples of Use:
"$fogstart"
About:
Outline of Use:
Possible Values:
Examples of Use:
"$forcecheap"
About:
Outline of Use:
Possible Values:
Examples of Use:
"$forceexpensive"
About:
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:
"$halflambert"
"$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"
"$modelmaterial"
"$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: