$bumpmap: Difference between revisions
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== Basic syntax == | == Basic syntax == | ||
"$bumpmap" <texture> | "$bumpmap" "<texture>" | ||
* < | * <code><texture></code>> is the name of the [[VTF]] texture to be used as the [[Normal Maps|normalmap]]. | ||
* The <code>.vtf</code> file extension is not used in VMT texture references. | * The <code>.vtf</code> file extension is not used in VMT texture references. | ||
* The name can be preceeded by the filepath relative to the <code>game_directory/materials</code> folder. | * The name can be preceeded by the filepath relative to the <code>game_directory/materials</code> folder. | ||
* Example: | * Example: | ||
"$bumpmap" "Path/Texture1_normal" | |||
== Additional parameters == | == Additional parameters == |
Revision as of 14:39, 4 April 2008
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.