$bumpmap: Difference between revisions
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ShiroDkxtro2 (talk | contribs) m ($bumptransform additional information ( does not work with $detail )) |
ShiroDkxtro2 (talk | contribs) m (Added Caveats and changed first few Templates to Modern ones) |
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{{Shaderparam|$bumpmap}} It specifies a [[texture]] that will provide three-dimensional lighting information for a material. The texture is a [[bump map]], but the process it is used for is called [[Wikipedia:Normal mapping|normal mapping]]. The two terms are often used interchangeably, however. | {{Shaderparam|$bumpmap}} It specifies a [[texture]] that will provide three-dimensional lighting information for a material. The texture is a [[bump map]], but the process it is used for is called [[Wikipedia:Normal mapping|normal mapping]]. The two terms are often used interchangeably, however. | ||
{{ | {{ModernWarning|<code>$bumpmap</code> will disable {{ent|prop_static}}'s per-vertex lighting in every Source game before {{csgobranch|4}}.<br> | ||
Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.}} | |||
{{ | {{ModernNote| | ||
* In the <code>[[Water_(shader)|Water]]</code> shader, <code>$bumpmap</code> is for a DX8 [[Du/dv_map|du/dv map]]. Use <code>$normalmap</code> instead. | * In the <code>[[Water_(shader)|Water]]</code> shader, <code>$bumpmap</code> is for a DX8 [[Du/dv_map|du/dv map]]. Use <code>$normalmap</code> instead. | ||
* Bump maps cannot be used on decal textures except in {{csgobranch|4}}.}} | * Bump maps cannot be used on decal textures except in {{csgobranch|4}}. | ||
* On {{ent|VertexLitGeneric}} using {{ent|$lightwarptexture}} will force bumpmapping even if <code>$bumpmap</code> is not in the VMT. A default one is bound instead, all <code>$bumpmap</code> caveats come with it.}} | |||
{{ModernBug| <code>$bumpmap</code> causes some other Parameters to not work. Parameters that will break with <code>$bumpmap</code> are ( but not limited to ) : | |||
* Will not work with materials using {{ent|$envmapmask}}. Except on {{ent|VertexLitGeneric}}{{mapbase|only}} and {{ent|LightmappedGeneric}}{{csgo|only}}. See [[$envmapmask#Alternative_methods|Alternative methods]]. | |||
* In {{csgo}} {{ent|LightmappedGeneric}}, [[$detail#Parameters and Effects|$detailblendmode]] 9 cannot be used. | |||
* In {{csgo}} {{ent|VertexLitGeneric}}, [[$detail#Parameters and Effects|$detailblendmode]] 5, 6, 8, 9, 10 and 11 not usable. With {{ent|$phong}} 5 and 6 can be used. | |||
* In {{src13}}{{tf2}}{{as}} {{ent|VertexLitGeneric}}, [[$detail#Parameters and Effects|$detailblendmode]] 5-11 not usable. With {{ent|$phong}} 5 and 6 can be used. | |||
* In {{src13}}{{tf2}}{{as}}{{csgo}} [[$detail#Parameters and Effects|$detailtint]] won't work. | |||
* {{ent|$distancealpha}}, {{ent|$outline}}, {{ent|$softedges}} won't work. | |||
* On {{ent|LightmappedGeneric}}, cannot be used with {{ent|$basealphaenvmapmask}} | |||
}} | |||
==Basic Syntax== | ==Basic Syntax== |
Revision as of 22:08, 20 February 2023

A material's albedo (left) compared to its bump map.
Template:Shaderparam It specifies a texture that will provide three-dimensional lighting information for a material. The texture is a bump map, but the process it is used for is called normal mapping. The two terms are often used interchangeably, however.
Template:ModernNote Template:ModernBug
Basic Syntax
LightmappedGeneric
{
$basetexture brick/brickwall021a
$surfaceprop brick
$bumpmap brick/brickwall021a_normal
}
Additional Parameters
$bumptransform
$bumpframe
$nodiffusebumplighting
[[$ssbump|$ssbump]]
$forcebump
$bump_force_on
$addbumpmaps
$bumpmap2
$bumpframe2
$bumptransform2
$bumpmask
$bumpdetailscale1
Console Commands
- mat_fastnobump <boolean >
- Quickly enables/disabled normal mapping.
- mat_normalmaps <boolean >
- Displays the bump map texture of all materials that have one in place of their albedo.
- (Yes, these two commands have bump and normal the wrong way around!)
- mat_bumpmap <boolean >
- Enable or disable normal mapping. Default 1.