Source Filmmaker

Source Filmmaker

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Useful Material Overrides
By fein fein fein feinfeinfein
Woke up in a cold sweat realizing there wasn't a guide about useful override commands. So here it is. This guide is written as if you already have a very basic understanding of how to use overrides.
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Table of Contents
String
-$basetexture
-$phongexponent
-$iris
-$bumpmap

Float
-$phongboost
-$phongexponent

Vector2
-$envmaptint

I'm by no means an expert at materials, there will be inaccurate information, especially due to me streamlining everything. Please correct any faults if I can't notice them, or provide any other interesting overrides if possible, thank you!
string: $basetexture
Basetexture, Diffuse, Albedo.
Valve's Guide on Basetexture

This is the main texture that you'll ever want to override. Want a bloodied Heavy face? This is what texture you override.

I turned Majima Goro into a gamer by using only $basetexture commands.




float: $phongboost
Phong

This is the basic command to increase or decrease the shininess/glossiness of a model, using phong.

You can also use $phong as a bool (toggle) but I think it's more convenient to just use $phongboost.








ʸᵉᵒʷ
float/string: $phongexponent
You can use $phongexponent to increase or decrease how spread out the phong is. You can also use phong/specular maps as a string, meaning it will only apply as a texture maps it.

Using phong and phongexponent in tandem I can either make Kiryu Kazuma sweaty, or the silver surfer. You probably would want just the former, but the latter can create incredibly cursed images, if you're that kind of person.

oh god oh fu

string: $iris
Valve's Guide on Eyes

Some people go the extra step to make sure that eyes on a model are proper. But sometimes they're just meshes that can be overridden with $basetexture.

In this case, we will be using $iris. Which is just how you override the eye texture.

whoops forgot to install CS:S
string: $bumpmap
Bumpmap, normal map.

Valve's Guide to Bumpmaps

Bumpmaps are incredibly useful, and make models look A LOT better. Without it, sometimes models aren't lit properly, or look flat.

Take this moon for example:
ⁿᶦᶜᵉ
vector2: $envmaptint (removing cubemaps)
Envmap, cubemap, specular map.

I don't know much about cubemaps, but now I know how to remove them, if you want to.

$envmap is how you can add a cubemap to a model, but $envmaptint controls its color, and intensity.

A vector2 with a $envmaptint of 0 0 0 will make it basically invisible. it's good for when you have darker scenes and the cubemap makes it look worse.

Example:
float: $dilation
Valve's Guide on Eyes

In summary, $dilation as a float can determine how big the iris is. I don't think there needs to be much more explanation.

Cowabunga, it is.
13 Comments
oopsboom24 7 Mar @ 12:31pm 
$alpha could also be very nice for this.
There are actually a lot Lol.
Douran 2 Feb, 2023 @ 9:46pm 
u could also just do a bool attribute called $envmap and have it unchecked. do the exact same effect as $envmaptint if it was set to 0.
also u can set $envmaptint to float. if u only wanna control the brightness
2NGC P-Elect OTUS 4 Jan, 2021 @ 5:53pm 
wait what exactly would i do for making someone look sweaty? i dont understand how to apply $phongexponent right
Lunatic 17 Feb, 2020 @ 12:49pm 
Thanks for this guide, it's nice to have some decent explanation on how these things work.
Will be using these in the future from now on
Lmeons 8 Feb, 2020 @ 12:29pm 
How do you add $bumpmap to a model
JennieLizz 2 Feb, 2020 @ 4:35pm 
GOOD! i just cant like because a vac ban :(
AveryHyena 29 Jan, 2020 @ 11:34am 
The worst thing about this guide is that it says $envmaptint, an RGB value, is VECTOR2
Cigaress 7 Jan, 2020 @ 2:36am 
can you add more useful overrides?
「AWAKENED」Golden God Yurrie 27 Nov, 2019 @ 12:44am 
good guide. i especially appreciate the Mad Gamer of Shimano
Prof. Purble 23 Nov, 2019 @ 6:50pm 
Neat guide. A common thing I do for models that have tints you can't get rid of is to add $color2 then create a random attribute named $basetexture which turns the texture a solid black or white and from there you can change its color with $color2 without any tints.

A downside to this however is that other models sharing the same texture will brick. Say you got 2 scouts and change the override materials for 1, the other is also affected so watch out for that.