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LightmappedGeneric
{
$basetexture whatever/whatever
$bumpmap whatever/whatever_bump
//custom vars
$layer1transform //equivalent to basetexturetransform
Proxies
{
MaterialLayer //add a texture map
{
material "whatever/whatever_layer1"
//filename of vtf, relative to materials.
//Should blend via alphachannel if present
materialtransform $layer1transform
//ie "center .5 .5 scale 1 1 rotate 0 translate 0 0"
blendmode "normal"
//standard blendmodes (ie additive etc)
//bonus points if someone implements 'Overlay', 'Multiply' etc
alpha 1
//equivalent to $alpha
uvchannel 1
//what uv channel to apply this with. For models only; no effect on brushes.
}
}
}
This would allow for many, many more tricks when it comes to modelling large pieces of geometry (of the sort that involve a lot of tiling and uv fiddlery), and could be expanded on in other ways (for example, complex holograms with UnlitGeneric and $additive). I don't know how accessible things like the $envmapmask and $bumpmap would be to having these sort of modifiers, but they are, that would be awesome.
And on an unrelated note: Using black-to-white vertex colours as an 'alpha mask' of sorts for applying WorldVertexTransition textures to models? Doable? Possible? (Can you even access the model stuff from in the SDK code?)
I, sadly, am no coder; this is coming from the art side of things after drooling over the UDK's material editor and wondering if we could ever see something similar in Source. I'm just asking as a sort of feasibility study, and to gauge, should I suggest this to a few code-savvy friends of mine, how painfully they will rip out my spleen.


