Material

GetMaterialAtCrosshair

Material.GetMaterialAtCrosshair()

[EN] Returns a string containing the material name [RU] Возвращает строку, содержащую название материала.

Material.GetMaterialAtCrosshair()

Replace

[EN] Creates a proxy for the original material using the new material as an override [RU] Создает прокси для исходного материала, используя новый материал в качестве замены

Parameters:original material name, new material name

Material.Replace(original_mat_name, new_mat_name)

[EN] Replacing a LightmappedGeneric with a WorldVertexTransition it may result in an invisible texture [RU] Замена LightmappedGeneric на WorldVertexTransition может привести к невидимой текстуре.

RefreshProxy

Material.RefreshProxy(material_name)

[EN] Applies key values to the material [RU] Применяет ключевые значения к материалу

Parameters:material_name

Material.RefreshProxy(material_name)

SetProxyKeyValue

Material.SetProxyKeyValue(material_name, key, value)

[EN] Sets key values of an overriden material [RU] Устанавливает ключевые значения замещаемого материала

Parameters:material_name, key, value

Material.SetProxyKeyValue(material_name, key, value)

DestroyProxy

Material.DestroyProxy(material_name)

[EN] Destroys the proxy [RU] Уничтожает прокси

Parameters:material_name

Material.DestroyProxy(material_name)

CreateProxy

Material.CreateProxy(material_name)

[EN] Creates a proxy to override material properties [RU] Создает прокси для переопределения свойств материала

Parameters:material_name

Material.CreateProxy(material_name)

Refresh

Material.Refresh( material_index )

[EN] Used to apply new set key values. [RU] Используется для применения нового набора ключевых значений.

Parametersmaterial_index

Return values: Returns if the operation succeeded.

Material.Create("testmaterial");
function updateMaterials()
{
    mat_index = Material.Get("testmaterial");
    if (mat_index > 0)
    {
        Material.SetKeyValue(mat_index, "$baseTexture", "vgui/white");
        Material.SetKeyValue(mat_index, "$envmap", "models/effects/cube_white");
        Material.SetKeyValue(mat_index, "$envmapfresnel", "1");
        Material.SetKeyValue(mat_index, "$envmapfresnelminmaxexp", "[0 1 2]");
        Material.SetKeyValue(mat_index, "$color", "[1.0 1.0 1.0]");
        Material.SetKeyValue(mat_index, "$envmaptint", "[1.0 1.0 1.0]");
        Material.Refresh(mat_index);
    }
}
Cheat.RegisterCallback("Material", "updateMaterials")

Note: This function can only be used in functions with Material callback. More keys and values can be found below: https://developer.valvesoftware.com/wiki/Category:List_of_Shader_Parameters https://developer.valvesoftware.com/wiki/VertexLitGeneric

SetKeyValue

Material.SetKeyValue( material_index, key, value )

[EN] Used to set key values. [RU] Используется для установки ключевых значений.

Parameters:material_index, key, value

Return values: Returns if the operation succeeded.

Material.Create("testmaterial");
function updateMaterials()
{
    mat_index = Material.Get("testmaterial");
    if (mat_index > 0)
    {
        Material.SetKeyValue(mat_index, "$baseTexture", "vgui/white");
        Material.SetKeyValue(mat_index, "$envmap", "models/effects/cube_white");
        Material.SetKeyValue(mat_index, "$envmapfresnel", "1");
        Material.SetKeyValue(mat_index, "$envmapfresnelminmaxexp", "[0 1 2]");
        Material.SetKeyValue(mat_index, "$color", "[1.0 1.0 1.0]");
        Material.SetKeyValue(mat_index, "$envmaptint", "[1.0 1.0 1.0]");
        Material.Refresh(mat_index);
    }
}
Cheat.RegisterCallback("Material", "updateMaterials")

Note: This function can only be used in functions with Material callback. More keys and values can be found below: https://developer.valvesoftware.com/wiki/Category:List_of_Shader_Parameters https://developer.valvesoftware.com/wiki/VertexLitGeneric

Get

Material.Get( name )

[EN] Used to get material index. [RU] Используется для получения индекса материала.

Parameters:name

Return values: Returns 0 if material doesn't exist.

Material.Create("testmaterial");
function updateMaterials()
{
    mat_index = Material.Get("testmaterial");
    if (mat_index > 0)
    {
        Material.SetKeyValue(mat_index, "$baseTexture", "vgui/white");
        Material.SetKeyValue(mat_index, "$envmap", "models/effects/cube_white");
        Material.SetKeyValue(mat_index, "$envmapfresnel", "1");
        Material.SetKeyValue(mat_index, "$envmapfresnelminmaxexp", "[0 1 2]");
        Material.SetKeyValue(mat_index, "$color", "[1.0 1.0 1.0]");
        Material.SetKeyValue(mat_index, "$envmaptint", "[1.0 1.0 1.0]");
        Material.Refresh(mat_index);
    }
}
Cheat.RegisterCallback("Material", "updateMaterials")

Note: This function can only be used in functions with Material callback.

Destroy

Material.Destroy( name )

[EN] Returns true if material was destroyed successfully.

[RU] Возвращает истину, если материал был уничтожен успешно.

Parameters:name

Return values: Returns true if material was destroyed successfully.

Material.Destroy("cool material")

Create

Material.Create( name )

[EN] Returns true if material was created successfully or false otherwise. [RU] Возвращает true, если материал был создан успешно, или false в противном случае.

Parameters:name

Return values: Returns true if material was created successfully or false otherwise.

Material.Create("cool material")

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