$bumpmap: Difference between revisions

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


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== Additional Parameters ==
== Additional parameters ==


;<code>$bumpscale <float (1)></code>
;<code>$bumpscale <float (1)></code>
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:Requires DirectX 8.
:Requires DirectX 8.


== See Also ==
== See also ==
[[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]]
[[Category:Stubs]]

Revision as of 13:04, 24 January 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

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