Revision Difference
material_attributes#548981
<cat>Material.Intro</cat>⤶
<title>Material Attributes</title>⤶
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# What are they?⤶
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Material attributes just are a basic way to put random values into a material, they consist of a name and any value you want really.⤶
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# How to define a Material Attribute⤶
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So to define a Material Attribute you can do it as so.⤶
First open your material, and locate the Attributes tab.⤶
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Inside this tab you will see this big region, this is where all your material attributes are contained! and where you add or remove them!⤶
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So now you can add an attribute like so, and here is how you can name it and define the value! (note any value can be put here really!)⤶
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and here is an example of multiple, as long as the name contains no spaces you can put what you want!⤶
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# Using Attributes to Override specific materials in code!⤶
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Currently the only main thing you can do with these attributes are to make it so only the material with the attribute set can be overrided in game.⤶
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What this is useful for is if your model has 2 or more materials, but you only want to replace 1 specific material at runtime (without material groups), you can use attributes to specify to only override this specific material!⤶
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What i mean by this is, for example, the citizen skin!⤶
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<warning> for this to work in code, the value must be set to 1 </warning>⤶
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Like so.⤶
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Now what they do with this is they do something along the lines of this⤶
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```⤶
public class Example : AnimatedEntity⤶
{⤶
public override void Spawn()⤶
{⤶
base.Spawn();⤶
SetModel( "models/citizen/citizen.vmdl" );⤶
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Material darkerSkin = Material.Load("models/citizen/skin/citizen_skin03.vmat_c");⤶
// here we just grab any material ⤶
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this.SetMaterialOverride(darkerSkin, "skin" );⤶
// this method is used to override materials in the model⤶
// however the 2nd value given the method, will check all the models materials ⤶
// and only override the materials that have a "skin" attribute with the value set to 1⤶
}⤶
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}⤶
```⤶
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