$bumpmap: Difference between revisions
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The $bumpmap [[VMT]] parameter specifies the [[VTF]] texture to use for the 'bump' or [[normalmap]] of the material surface. | The $bumpmap [[VMT]] parameter specifies the [[VTF]] texture to use for the 'bump' or [[normalmap]] of the material surface. | ||
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== Additional | == Additional parameters == | ||
;<code>$bumpscale <float (1)></code> | ;<code>$bumpscale <float (1)></code> | ||
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:Requires DirectX 8. | :Requires DirectX 8. | ||
== See | == See also == | ||
[[Normal Map Creation in The GIMP]] | * [[Normal Map Creation in The GIMP]] | ||
[[Category:List of Shader Parameters]] | [[Category:List of Shader Parameters]] | ||
[[Category:VMT Texture Reference]] | [[Category:VMT Texture Reference]] | ||
Revision as of 13:04, 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.