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m (→Additional parameters:  Corrected shader.)  | 
				m (→Basic syntax)  | 
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== Basic syntax ==  | == Basic syntax ==  | ||
  "$bumpmap" <texture>  |   "$bumpmap" "<texture>"  | ||
* <  | * <code><texture></code>> is the name of the [[VTF]] texture to be used as the [[Normal Maps|normalmap]].  | ||
* The <code>.vtf</code> file extension is not used in VMT texture references.  | * The <code>.vtf</code> file extension is not used in VMT texture references.  | ||
* The name can be preceeded by the filepath relative to the <code>game_directory/materials</code> folder.  | * The name can be preceeded by the filepath relative to the <code>game_directory/materials</code> folder.  | ||
* Example:   | * Example:    | ||
 "$bumpmap" "Path/Texture1_normal"  | |||
== Additional parameters ==  | == Additional parameters ==  | ||
Revision as of 13:39, 4 April 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 normalmap.- The 
.vtffile extension is not used in VMT texture references. - The name can be preceeded by the filepath relative to the 
game_directory/materialsfolder. - Example:
 
"$bumpmap" "Path/Texture1_normal"
Additional parameters
$bumpscale <float (1)>- Scales the $bumpmap by the 
floatvalue. - 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 WorldVertexTransition 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.