$bumpmap: Difference between revisions

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== Additional parameters ==
== Additional parameters ==


;<code>$bumpscale <float (1)></code>
===$bumpscale===
:Scales the [[$bumpmap]] by the <code>float</code> value.
$bumpscale <float>
:Note:Currently only used by shadertest materials. Likely an old DirectX 8 fallback shader, later replaced by the DirectX 8 version of the ''$bumptransform'' parameter.
* Scales the [[$bumpmap]] by the <float> value.
;<code>$bumpframe <integer (0)></code>
* 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.
:Frame number to use from an animated bumpmap texture.
 
;<code>$bumptransform <matrix (center .5 .5 scale 1 1 rotate 0 translate 0 0)></code>
===$bumpframe===
:Transforms the bumpmap texture.
$bumpframe <integer>
;<code>$bumpmap2 <texture> </code>
* Frame number to use from an animated bumpmap 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.
===$bumptransform===
:DirectX 9 required.
$bumptransform <matrix>
;<code>$bumpframe2 <integer (0)></code>
* Transforms the bumpmap texture.
:Frame number for [[$bumpmap2]].
* Default values are : (center .5 .5 scale 1 1 rotate 0 translate 0 0)
:DirectX 9 required.
 
;<code>$nodiffusebumplighting <boolean (0)></code>
===$bumpoffset===
:If set to ''1'', no diffuse bump lighting will be done.
$bumpoffset <>
:See [[Controlling Geometry Visibility and Compile Times#Dealing with fillrate issues|Dealing with fillrate issues]].
* {{todo|dx8 version of center?}}
:Requires ''LightmappedGeneric'' shading.
 
;<code>$forcebump <boolean (0)></code>
===$bumpmap2===
:If set to ''1'', always does bumpmapping (even if the graphics card doesn't say it can handle it).
$bumpmap2 <texture>  
:Requires DirectX 8.
* 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===
$bumpframe2 <integer>
* Frame number for [[$bumpmap2]].
* DirectX 9 required.
 
===$nodiffusebumplighting===
$nodiffusebumplighting 1
* 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.
 
===$forcebump ===
$forcebump 1
* If set to ''1'', always does bumpmapping (even if the graphics card doesn't say it can handle it).
* Requires DirectX 8.


== See also ==
== See also ==

Revision as of 01:22, 7 April 2008

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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

$bumpscale <float>
  • 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

$bumpframe <integer>
  • Frame number to use from an animated bumpmap texture.

$bumptransform

$bumptransform <matrix>
  • Transforms the bumpmap texture.
  • Default values are : (center .5 .5 scale 1 1 rotate 0 translate 0 0)

$bumpoffset

$bumpoffset <>
  • Todo: dx8 version of center?

$bumpmap2

$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

$bumpframe2 <integer>
  • Frame number for $bumpmap2.
  • DirectX 9 required.

$nodiffusebumplighting

$nodiffusebumplighting 1

$forcebump

$forcebump 1
  • If set to 1, always does bumpmapping (even if the graphics card doesn't say it can handle it).
  • Requires DirectX 8.

See also