$bumpmap: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (→‎$bumpscale: Found some materials who used it.)
(→‎Additional Parameters: DL DL (muh nur nuh nuh nuh)! DL DL (muh nuh nuh nuh)!)
Line 11: Line 11:
== Additional Parameters ==
== Additional Parameters ==


;<code>$bumpscale <float (1)></code>
:Scales the [[$bumpmap]] by the <code>float</code> value.
:Note:Currently only used by shadertest materials. Likely an old DirectX 8 fallback shader, later replaced by the DirectX 8 version of the ''$bumptransform'' parameter.
;<code>$bumpframe <integer (0)></code>
:Frame number to use from an animated bumpmap texture.
;<code>$bumptransform <matrix (center .5 .5 scale 1 1 rotate 0 translate 0 0)></code>
:Transforms the bumpmap texture.
;<code>$bumpmap2 <texture> </code>
:Used by the [[WorldTwoTextureBlend]] shader to blend materials on [[Displacement]] surfaces (eg terrain).
:The percentage blend of each of the two textures is defined by alpha painting in Hammer.
:DirectX 9 required.
;<code>$bumpframe2 <integer (0)></code>
:Frame number for [[$bumpmap2]].
:DirectX 9 required.
;<code>$nodiffusebumplighting <boolean (0)></code>
:If set to ''1'', no diffuse bump lighting will be done.
:See [[Controlling Geometry Visibility and Compile Times#Dealing with fillrate issues|Dealing with fillrate issues]].
:Requires ''LightmappedGeneric'' shading.
;<code>$forcebump <boolean (0)></code>
:If set to ''1'', always does bumpmapping (even if the graphics card doesn't say it can handle it).
:Requires DirectX 8.


====$bumpscale====
== See Also ==
"$bumpscale" float
[[Normal Map Creation in The GIMP]]
* Scales the [[$bumpmap]] by the <code>float</code> value.
* Default value is ''1''.
* Note: Currently only used by shadertest materials. Likely an old DirectX 8 fallback shader, later replaced by the DirectX 8 version of the ''$bumptransform'' parameter.
 
====$bumpframe====
"$bumpframe" <integer>
* Frame number for the bumpmap texture.
* The default is ''0''.
 
 
====$bumptransform====
"$bumptransform" <matrix>
* Transforms the bumpmap texture.
* The default is "center .5 .5 scale 1 1 rotate 0 translate 0 0".
 
 
====$bumpmap2====
"$bumpmap2" <texture>
* Used by the [[WorldTwoTextureBlend]] shader to blend materials on [[Displacement]] surfaces (eg terrain).
* The percentage blend of each of the two textures is defined by alpha painting in Hammer.
* DirectX 9 required.
 
 
====$bumpframe2====
"$bumpframe2" <integer>
* Frame number for [[$bumpmap2]].
* DirectX 9 required.
* Default value is ''0''.
 
 
====$nodiffusebumplighting====
"$nodiffusebumplighting" <boolean>
* If set to ''1'', no diffuse bump lighting will be done.
* Default setting is ''0''.
* See [[Controlling Geometry Visibility and Compile Times#Dealing with fillrate issues]].
* Requires ''LightmappedGeneric'' shading.
 
 
====$forcebump====
"$forcebump" <boolean>
* If set to ''1'', always does bumpmapping (even if the graphics card doesn't say it can handle it).
* Default setting is ''0''.
* Requires DirectX 8.
 
 
 
=== See Also ===
* Tutorial [[Normal Map Creation in The GIMP]]





Revision as of 02:31, 24 January 2008

The $bumpmap VMT parameter specifies the VTF texture to use for the 'bump' or normalmap of the material surface.

Basic syntax

"$bumpmap" <texture>
  • <texture> is the name of the VTF texture to be used as the bumpmap/normalmap.
  • The .vtf file extension is not used in VMT texture references.
  • The name can be preceeded by the filepath relative to the game_directory/materials folder.
  • Example: "$bumpmap" "Path/Texture1_normal"


Additional Parameters

$bumpscale <float (1)>
Scales the $bumpmap by the float value.
Note:Currently only used by shadertest materials. Likely an old DirectX 8 fallback shader, later replaced by the DirectX 8 version of the $bumptransform parameter.
$bumpframe <integer (0)>
Frame number to use from an animated bumpmap texture.
$bumptransform <matrix (center .5 .5 scale 1 1 rotate 0 translate 0 0)>
Transforms the bumpmap texture.
$bumpmap2 <texture>
Used by the WorldTwoTextureBlend shader to blend materials on Displacement surfaces (eg terrain).
The percentage blend of each of the two textures is defined by alpha painting in Hammer.
DirectX 9 required.
$bumpframe2 <integer (0)>
Frame number for $bumpmap2.
DirectX 9 required.
$nodiffusebumplighting <boolean (0)>
If set to 1, no diffuse bump lighting will be done.
See Dealing with fillrate issues.
Requires LightmappedGeneric shading.
$forcebump <boolean (0)>
If set to 1, always does bumpmapping (even if the graphics card doesn't say it can handle it).
Requires DirectX 8.

See Also

Normal Map Creation in The GIMP