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gortnarj committed Apr 22, 2019
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7 changes: 2 additions & 5 deletions docs/documentation/README.md
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# VMT EDITOR
# VMT EDITOR USER GUIDE

> Free open source editor for vmt files.
## Documentation

This documentation is intended to provide you with useful information on how to set up and use VMT Editor and Substance Shaders.

![](images/vmt-01.png)

?> This documentation is still a work in progress.


23 changes: 22 additions & 1 deletion docs/documentation/batch.md
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# Batch material creation
# Batch material creation

You can use VMT Editor to quickly batch create multiple .vmt files.

!> In order to use this function you need to have the VTF files ready in the game materials directory. You can convert your textures with [Convert to VTF](converting.md#convert-to-vtf-dialog) dialog first.

1. Create your base material that has all the parameters you want to have in your batched files. This also includes adding textures.

2. Open the _Batch VMT_ dialog from the _Tools_ menu.

3. Click on add and select only diffuse textures. VMT Editor automatically adds the normal, specular, glossiness and other textures based on the texture suffixes in your base material.

?> This means that if your diffuse is named `floor01` and your bump `floor01_normal`, the suffix for bump will be set as `_normal`. Batched material for `metal01` will then have `metal01_normal` inserted into the bumpmap slot.

?> If your diffuse is named `floor01` and your bump `ground01_normal`, all the batched VMT files will have `gorund01_normal` inserted into bumpmap slot.

!> Unfortunately, this doesn't work if your diffuse already has a suffix, as it compares all the texture names with diffuse.

4. Press on _Batch_ to create materials for all the textures selected in the list.

?> You can use _Batch VMT_ to quickly create materials for all skybox sides. If you're using half height sides you have to make the top and bottom materials separately.

45 changes: 44 additions & 1 deletion docs/documentation/converting.md
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# Converting textures

One of the main features of VMT Editor is converting source texture files into .vtf files used by Source engine materials.

There are two main ways of doing this - automatically when importing textures or by opening the _Convert to VTF_ dialog.

## Automatic conversion

## Convert to VTF dialog
To use automatic conversion you can either:

- Drag and drop the texture directly into the text field
- Browse to the texture file

?> You can also drag and drop multiple textures onto the VMT Editor window (not in any text field) and they will be automatically sorted into their appropriate slots depending on their suffix. Works for diffuse, normal, specular, glossiness and tint mask.

Textures will be converted by the settings specified in the [Options](options.md#texture-conversion). It uses DXT1 for non alpha textures and DXT5 for textures with an alpha channel.

After conversion textures will be copied into the directory of the currently open material. If material is not yet saved, they will be copied after the first save.

If you've made changes to the source texture you can reconvert by clicking on the two arrows at the end of the text field, or reconvert all the textures by pressing F9.

You can downscale the texture by half by clicking on the scale button at the end of the text field.

If you want to access more options for converting the texture you can click on the three lines button and it will be opened in the _Convert to VTF_ dialog.

!> Keep in mind the settings are not saved, so you'll have to open the dialog again if you want to reconvert the texture.

You can also add alpha channels to diffuse and bump textures. Just drag or browse to your mask in the text field that appears once you've added a texture to the diffuse or bump slot.

?> For example, this is useful if you have separate diffuse, normal and specular textures. Since you're not able to use a separate spacular map if you're already using a normal, you can add the specular map to the alpha channel of the normal and enable _Bump alpha mask_.

!> Combining only works with PNG and non RLE compressed TGA files.

## Convert to VTF dialog

Convert to VTF dialog behaves similarly to VTFEdit import dialog with a few key differences.

?> Renaming settings from options are preserved.

You can convert multiple textures with the same settings at once by clicking on the _Add..._ button and selecting your textures.

You can specify the output directory in the _Output_ slot. Empty means it will use the source texture location.

Click on the _Convert_ button to convert all the textures in the list. A checkmark appears next to converted textures.

You can select a template to quickly access common settings.

?> If you open an image with VMT Editor, it will open in the _Convert to VTF_ dialog.
45 changes: 44 additions & 1 deletion docs/documentation/designer.md
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# Substance Designer shader

Hello
Substance Designer shader is designed to emulate both `LightmappedGeneric` and `VertexLitGeneric` shaders.

## Previewing

To add a texture to the shader preview, right click on any node in the graph and select _View in 3D view_, then select the appropriate slot.

!> At least one light needs to be active for the specular highlight to work.

Shader behaves differently depending on what shader it's emulating.

_LightmappedGeneric_ mode can only use one map for envmap and specular mask, which is used by the slot `specularmask`.
Specular highlight can additionally be masked with modulated diffuse, depending on the _Mask Contrast_.
Specular highlight has no fresnel.

_VertexLitGeneric_ mode can use different maps for `envmapmask` and `specularmask`, and can make use of `Glossiness` and `Metallic` maps.

?> You can use the same node as both `envmapmask` and `specularmask`.

Metallic map only tints the highlight with the color of the diffuse. You need to pack the metallic map in the green channel of glossiness map for export and use in source.
Envmap fresnel is dependent on both _Fresnel ranges_ and `Metallic` map.

## Settings

First switch changes the shader between `LightmappedGeneric` and `VertexLitGeneric` mode.

_Enable Environment Map_ enables and disables cubemap reflections.

_Envmap Tint_ behaves the same as [Reflection](groups.md#reflection) group _Tint_ or `$envmaptint`.

_Envmap Blur_ is a setting that you can use to fake lower cubemap sizes. Only used in Designer preview.

_Envmap Fresnel_ is the same as [Reflection](groups.md#reflection) group _Fresnel_ or `$fresnelreflection` or `$envmapfresnel` depending on selected shader.

_Specular Diffuse Mask Contrast_ is the same as [Specular](groups.md#lightmappedgeneric-specular) group _Mask contrast_ or `$phongmaskcontrastbrightness`.

_Specular Tint_ is the same as [Specular](groups.md#lightmappedgeneric-specular) group _Amount_ and _Tint_ or `$phongamount` and `$phongtint`.

_Specular Fresnel Ranges_ is the same as [Specular](groups.md#vertexlitgeneric-specular) group _Fresnel_ or `$phongfresnelranges`.

_Specular Glossiness_ is the same as [Specular](groups.md#vertexlitgeneric-specular) group _Glossiness_ or `$phongexponent`.

_Specular Boost_ is the same as the [Specular](groups.md#vertexlitgeneric-specular) group _Amount_ and _Boost_ or `$phongamount` and `$phongboost`.

_Use Glossiness Map_ switches between the specified `Glossiness` input or the _Specular Glossiness_ slider.

_Use Metallic Map_ enables the `Metallic` input. To use it in the VMT it needs to be packed into the green channel of the `Glossiness` map.

_Metallic Boost_ boosts the specular in the parts masked with the `Metallic`. Same as [Specular](groups.md#vertexlitgeneric-specular) group _Diffuse tint boost_ or `$phongalbedoboost `.

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