Question about textures

Question about textures

Re: Question about textures Posted by Condus Mundus on Fri Dec 31st 2010 at 5:26pm
Condus Mundus
169 posts
Posted 2010-12-31 5:26pm
169 posts 118 snarkmarks Registered: Apr 24th 2010 Occupation: Thinking up random profile details Location: Forty minutes south of Nowhere.
Can someone tell me how I can find out which HL2/CSS textures have these materials?

MAT_DIRT
MAT_GRASS
MAT_SAND
MAT_SNOW

If this is a nonsense question then I must not understand how this works, but I am trying to make a map for the Stranded gamemode for Garry's Mod and these are the materials that "foragable" textures must have. This is assuming that "materials" are, as I understand them, flags that you can give a texture to determine its sound and reflective properties.

Thanks in advance.
Now remember kids. Asking questions is a good way to get censored by the government.
Re: Question about textures Posted by Riven on Fri Dec 31st 2010 at 6:02pm
Riven
1640 posts
Posted 2010-12-31 6:02pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
You can go here for a list of all the material surface properties in the Source engine: http://developer.valvesoftware.com/wiki/Material_surface_properties

If there are a few that may be specific to Garry's Mod, then you can find that game's own list in the scripts/surfacepoperties_manifest.txt file.

Surface properties are a part of the Valve material system, and usually denote the kind of sounds or particle effects (sparks, wood chunks) that material would produced when scratched or clanged against another material type. They don't specify how the texture will look, and for good reason; you can combine a surface type with other parameters to make something new or not real.

The parameter is simply kept in a texture's associated .vmt file and usually reads: "$surfaceprop" "metalvent"

Not all textures have surface properties, some are simply meant to be looked at.

Regardless though, the only way I would know to go on a mass hunt for which textures have those particular surface properties, would be to simply copy all the .vmt files out of the materials folder in the GM .GCF file, and filter out the ones with the obvious names ("metalgrate.vmt" obviously won't have any dirt, grass or snow in its properties). And then open all of them at once with notepad, and start clicking 'close' until I see what I'm looking for.

Unless there's a program that's available that can search though a list of txt files and filter out those files containing certain key words, surely this has been made!

But there is no list I know of, if that's what you're asking for. -Good luck!
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Re: Question about textures Posted by Condus Mundus on Fri Dec 31st 2010 at 6:22pm
Condus Mundus
169 posts
Posted 2010-12-31 6:22pm
169 posts 118 snarkmarks Registered: Apr 24th 2010 Occupation: Thinking up random profile details Location: Forty minutes south of Nowhere.
So do you think it would at least be logical? Meaning that textures that have a name implying dirt would have the MAT_DIRT and grass MAT_GRASS etc.(Although the gamemode, I assume, just needs one and not a specific type for any reason).

Thanks as well for explaining materials in Source. I am familiar with the GoldSrc system but couldn't understand the difference between the two. Also I hoped that Source would have a materials.txt or the like similar to GoldSrc's system so that I could just read a list of all the available textures that I could use for this kind of mapping.
Now remember kids. Asking questions is a good way to get censored by the government.
Re: Question about textures Posted by G4MER on Fri Dec 31st 2010 at 8:03pm
G4MER
2460 posts
Posted 2010-12-31 8:03pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
I wanted to give you props for the Answer RIVEN but I don't see a way to do that. But this was a good question, when you start to make models for Source you have to deal with these properties in your models so they act accordingly.