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water_lowdirty001.vmt

By Valve, 1 Year ago, written in Plain Text.
URL http://stikked.com/view/94505439
"Water"
{
        "Water_DX60"
        {
                "$fallbackmaterial" "nature/water_lowdirty001_dx70"
        }
        "Water_DX80"
        {
                "$refractamount" ".25"
        }

        "Water_DX81"
        {
                "$refractamount" ".25"
        }

        // Make this water expensive no matter what the water_lod_control entity
        // says.
        "$forceexpensive" 1

        // Make the water reflect entities.  By default, no entities are
        // reflected
        //"$reflectentities" 1

        // Make this water cheap no matter what the water_lod_control entity
        // says.  This'll ignore $reflecttexture and $refracttexture.
        // Reflections will happen with $envmap, and refraction is assumed
        // to be opaquely the water fog color.
//      "$forcecheap" 1

        // This says what texture to use to view this is Hammer.
        "%tooltexture" "dev/water_normal"

        // If this is set, we want real-time refraction
        "$refracttexture" "_rt_WaterRefraction"

        // This is the amount of warp for the refraction.
        "$refractamount" "3.0"
//      "$refractamount" "0.0"

        // This is the color of the refraction
        // This is going away so that edge transitions don't screw up.
        // Always set to white for now.
        "$refracttint" "{189 187 181}"

        // If this is set, we want real-time reflection.
        // If this isn't set, you'll use an envmap, which needs to be set here.
//      "$reflecttexture" "_rt_WaterReflection"

        // This is for cheap reflections.  Point env_cubemaps entities at
        // each major water area.
        "$envmap" "env_cubemap"

        // This is the amount of warp for the reflection.
        "$reflectamount" "0.2"

        // This is the color tint for the real-time reflection AND env_cubemap.
        "$reflecttint" "{255 255 255}"

        // WTF?
        "$scale" "[1 1]"

        // This is the dudv map for the water.  It is generated from a normal map.
        "$bumpmap" "dev/water_dudv"
        // This is the normal map for the water.
        "$normalmap" "dev/water_normal"

        // This is needed for the tools
        "%compilewater" 1

        // This is needed for physics, etc.
        "$surfaceprop" "water"

        // You must have this. . this is a material that is practically identical
        // to this one in most cases.  It must have $reflecttexture disabled, and
        // you can set for params uniquely for underwater.
        "$bottommaterial" "nature/sewer_water001_bottom"

        // This is needed for the proxy below which animates the normal map, etc.
        "$bumpframe" "0"

        // Enable water volumetric fog.
        "$fogenable" 1

        // This is the color of the fog in the water when looking from above.
        // You'll have the same thing in the bottom material for when looking from
        // below.
        "$fogcolor" "{25 25 15}"

        // This is the distance in inches from the eye which water fog starts.
        // This has to be 0.0 for edge fading to work properly.
        "$fogstart" 0.00

        // This is the distance in inches from the eye which water fog ends.
        "$fogend" 150.00

        "$abovewater" 1

        "Proxies"
        {
                "AnimatedTexture"
                {
                        "animatedtexturevar" "$normalmap"
                        "animatedtextureframenumvar" "$bumpframe"
                        "animatedtextureframerate" 20.00
                }

                "TextureScroll"
                {
                        "texturescrollvar" "$bumptransform"
                        "texturescrollrate" .05
                        "texturescrollangle" 45.00
                }

                "WaterLOD"
                {
                }
        }
}

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