$bumpmap: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
Line 36: Line 36:


== See also ==
== See also ==
* [[Normal Maps]]
* [[Normal Map Creation]]
* [[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 14:45, 4 April 2008

Stub

This article or section is a stub. You can help by expanding it.

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

Basic syntax

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

See also