This is not a tutorial for creating or applying materials for mapping, but rather a reference for commonly used types of images for a material. Please refer to other pages for relevant tutorials.
In order to put a texture onto any surface on a map, a material is required. To create a material, simply open Material Editor from the Workshop Tools, which looks something like below.
In general, the image(s) used for a material should meet the requirements below at minimum.
.png
2
(e.g. 32
, 64
, 128
, 256
, etc.).CS 2.0 uses the shader Csgo Simple
by default for a material. A shader in this context is used to define different aspects of a material (e.g. how glossy it is, which part is trasparent, etc.).
A material should have one image at minimum, which is used for coloring. If you simply want to put an image without any other settings to a surface of a map, then the Csgo Simple
shader should be sufficient.
Finally, the material will be saved as a .vmat
file which can be browsed and used in Hammer Editor for mapping.
The list of image name suffixes below (non-exhaustive, more will be added as more updates come in) explains the use of different images for a material and how they work in a very high level.
Please note that some of the images can only be used for the shader Csgo Complex
. To make a glass material, please use the shader Csgo Glass
, which will be covered in a separate tutorial.
For example, if you want to create a material my_material.vmat
that has coloring and is transparent, then two images should be created.
my_material_color.png
for coloring, assuming its size is 1024
x 768
pixels.my_material_trans.png
for transparency mask, the size must be 1024
x 768
pixels, which means the sizes of all images must be the same._color
_mask
_normal
_trans
255
) is more light blocking, while that closer to black (i.e. value of 0
) is more transparent._selfillum
_rough
env_combined_light_probe_volume
.