Skip to end of metadata
Go to start of metadata

In order for your skin to work in-game, you must create a VMT file. Below are example VMT files for each type of items.


	"$basetexture" "models\weapons\warzone_skintest\myak47"

myak47 refers to myak47.vtf (The material/texture file)


Knives are different to weapons as knives use other textures to produce a "shiny" effect.

	"$baseTexture" "models\weapons\warzone_skintest\mykarambit"
	"$phongexponenttexture" "models\csgo_knife\karam_ao"
	"$phong" "1"
	"$phongboost" "40"
	"$phongalbedoboost" "16"
	"$phongfresnelranges" "[1 1 1]"

	"$phongcolortint" "[.1 .1 .1]"
	"$basemapalphaphongmask" "1"

	"$envmap" "env_cubemap"
	"$envmapfresnel" "1"
	"$envmaptint" 		"[.035 .035 .035]"
	"$bumpmap" "null-bumpmap"

	"$color2" "[3 3 3]"
	"$blendtintbybasealpha" "1"
	"$blendTintColorOverBase"  "0"
	"$phongalbedotint" "1"
	"$phongdisablehalflambert" "1"

The important thing to note is this: "$phongexponenttexture".

This is important as each knife has it's own exponent texture. You can find this here: Knife Exponents

mykarambit refers to mykarambit.vtf (The material/texture file)


	"$baseTexture" "models/weapons/warzone_skintest/my_tactical_gloves"
	"$bumpMap" "models/tfa_csgo/hands/ct_arms_normal"

	"$phong" "1"
	"$phongBoost" "1"
	"$phongExponent" "12"
	"$phongTint" "[1 1 1]"
	"$phongFresnelRanges" "[.2 .2 1]"
	"$phongdisablehalflambert" "1"

	"$rimlight" "1"
	"$rimlightexponent" "15"
	"$rimlightboost" ".2"

With Gloves, it's important to note the "$bumpMap" variable. Similar to knives, each different type of gloves have their own bump map textures.

You can find a list here: Glove Bump Maps

  • No labels