
The compiler generates a convex mesh based on the mesh you provide for the collision model.
Vmt commands full#
Its preferable to use $concave as you can achieve a more clean,precise and cheaper (less vertices/triangles) mesh for the collision model.įor the concave collision mesh it needs to be exported with full smoothing, no hard edges or anything. When the model compiler takes your collision model, by default it will generate a "convex hull" mesh based on the model you provide.

There are two ways to do it, convex, or concave. Use the QC command "$staticprop" its need for the ingame props, if they have no animations.Ĭreate a collision model for the vehicle. Use the QC command "$collapsebones" to remove all bones but the root, automatically No bones, unless your vehicles has an animation that can be used for the map You can also make different versions of the texture if you wish, clean, dirty/used, destroyed etc If possible create color variations for your vehicle, you can use paints or textures, preferably paints as it requires less texture files, saves in file size. You can use the ingame console command "mat_reloadmaterial your_material_name" to reload the model materials as you edit the VMT and/or VTF. Ideally stick to 1024* texture files, if absolutely needed 2048x2048, you can use 512 if you think it look good enough, for ingame.īaseTexture : try to keep it at 1024*1024 (doesn't need to have those proportions, it can be 1024x512 for example)īumpmap : try to keep it at 256 or 512 (doesn't need to have those proportions, it can be 1024x512 for example)
Vmt commands download#
If possible, make use of symetric UV maps, try to keep textures file size low, as mappers pack props within the map file, it can quickly increase the map file size, therefore longer/slower map download from the server. $envmapmask "models/props_vehicles/vehicle_type/vehicle_name_envmask" "$lightwarptexture" "models\lightwarps\weapon_lightwarp" "$bumpmap" "models/props_vehicles/vehicle_type/vehicle_name_normal" "$baseTexture" "models/props_vehicles/vehicle_type/vehicle_name" Most map props don't use phong, reflectivity or lightwarp, simply a diffuse texture, this is the simplest it can get: Keep the phong and reflection subtle for ingame props, we don't need them to shine too much unless they need to draw attention for some reason.įor paintable materials the basetexture alpha is for the paint mask and the normal map alpha channel for the phong mask(specular map). If you use cubemap reflections for your material, make sure to test it ingame in different location and in different maps to ensure it doesn't reflect too little or too much in certain areas of a map or gets over exposed.

You may or may not use, $phong, $envmap, $lightwarp, if you use lightwarp, use the weapon lightwarp. If not try using the QC command "$upaxis Y" (for Maya). Make sure you are compiling on the proper axis rotation, compile and check in HLMV, press CTRL + G (to turn on the ground) the veicle should be aligned with the ground. Make sure the vehicle mesh is centered to the origin (XYZ = 0)

Make sure the scale is right by comparing it to TF2 characters and existing TF2 vehicles and landscapes.
