$bumpmap: Difference between revisions
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Warning:
CS:GO engine branch.
Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
Important:
Note:
Bug:
Thunder4ik (talk | contribs) m (→top: clean up, replaced: {{Language subpage → {{langsp) |
Thunder4ik (talk | contribs) m (→top: clean up, replaced: {{ModernBug → {{bug) |
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* Bump maps cannot be used on decal textures except in {{csgobranch|4}}. | * Bump maps cannot be used on decal textures except in {{csgobranch|4}}. | ||
* On {{ent|VertexLitGeneric}} using {{ent|$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.}} | * 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>$bumpmap</code> caveats come with it.}} | ||
{{ | {{bug| <code>$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 [[$envmapmask#Alternative_methods|Alternative methods]]. | * Will not work with materials using {{ent|$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|$detailblendmode]] 9 cannot be used. | * In {{csgo}} {{ent|LightmappedGeneric}}, [[$detail#Parameters and Effects|$detailblendmode]] 9 cannot be used. |
Revision as of 11:46, 6 January 2024

A material's albedo (left) compared to its bump map.
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.

$bumpmap
will disable prop_static's per-vertex lighting in every Source game before 
Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.

$bumpmap
does not exist for LightmappedReflective. Use $normalmap
instead.
- In the
Water
shader,$bumpmap
is for a DX8 du/dv map. Use$normalmap
instead. - Bump maps cannot be used on decal textures except in
CS:GO engine branch.
- On VertexLitGeneric using $lightwarptexture will force bumpmapping even if
$bumpmap
is not in the VMT. A default one is bound instead, all$bumpmap
caveats come with it.

$bumpmap
causes some other Parameters to not work. Parameters that will break with $bumpmap
are ( but not limited to ) :
- Will not work with materials using $envmapmask. Except on VertexLitGeneric(only in
) and LightmappedGeneric(only in
). See Alternative methods.
- In
LightmappedGeneric, $detailblendmode 9 cannot be used.
- In
VertexLitGeneric, $detailblendmode 5, 6, 8, 9, 10 and 11 not usable. With $phong 5 and 6 can be used.
- In
VertexLitGeneric, $detailblendmode 5-11 not usable. With $phong 5 and 6 can be used.
- In
$detailtint won't work.
- $distancealpha, $outline, $softedges won't work.
- On LightmappedGeneric, cannot be used with $basealphaenvmapmask
Basic Syntax
LightmappedGeneric
{
$basetexture brick/brickwall021a
$surfaceprop brick
$bumpmap brick/brickwall021a_normal
}
Additional Parameters
$bumptransform
$bumpframe
$nodiffusebumplighting
$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.