$bumpmap
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A material's albedo (left) compared to its normal map.
The $bumpmap VMT parameter specifies a texture that will provide three-dimensional lighting information. The texture is known as a Normal Map.
Basic syntax
$bumpmap <texture>
LightmappedGeneric { $basetexture brick/brickwall021a $surfaceprop brick $bumpmap brick/brickwall021a_normal }
Additional parameters
$bumptransform <matrix>
- Transforms the bumpmap texture. Requires DirectX 9 or above.
- The default position is center .5 .5 scale 1 1 rotate 0 translate 0 0.
- center defines the point of rotation. Only useful if rotate is being used.
- scale fits the texture into the material the given number of times. 2 1 is a 50% scale in the horizontal X axis while the vertical Y axis is still at original scale.
- rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.
- translate shifts the texture by the given numbers. .5 will shift it half-way. 1 will shift it once completely over, which is the same as not moving it at all.
Note:All values must be included!
Bug:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place. [todo tested in ?]
Bug:Rotating textures applied on brushes will rotate around the map origin (confirm: Orangebox engine only?). A fix for this is to change the center position in the VMT to the brush's origin. [todo tested in ?]
$bumpscale <float>
- Scales the normal map by the given value in DirectX 8.
$bumpframe <integer>
- Frame number to use from an animated texture.
$nodiffusebumplighting <bool>
- See Dealing with fillrate issues. Only relevant when using LightmappedGeneric.
$forcebump <bool>
- Forces DirectX 8 cards to render the bump map. They normally don't for performance reasons.
$bumpoffset <?>
- Todo: dx8 version of center?
$bumpmap2 <texture>
$bumpframe2 <integer>
- Used by the WorldVertexTransition shader in blend materials that display two textures. DirectX 9 required.