$bumpmap

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Revision as of 16:33, 22 January 2008 by Andreasen (talk | contribs) (Added $forcebump.)
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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

"$bumpscale" float
  • Scales the $bumpmap by the float value.
  • Default value is 1.
  • Note: I'm not sure if this is a shader parameter. (Likely an old DirectX 8 fallback shader, later replaced by the DirectX 8 version of the $bumptransform parameter.)


$bumpframe

"$bumpframe" <integer>
  • Frame number for the bumpmap texture.
  • The default is 0.


$bumptransform

"$bumptransform" <matrix>
  • Transforms the bumpmap texture.
  • The default is "center .5 .5 scale 1 1 rotate 0 translate 0 0".


$bumpmap2

"$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

"$bumpframe2" <integer>
  • Frame number for $bumpmap2.
  • DirectX 9 required.
  • Default value is 0.


$nodiffusebumplighting

"$nodiffusebumplighting" <boolean>


$forcebump

"$forcebump" <boolean>
  • If set to 1, always does bumpmapping (even if the graphics card doesn't say it can handle it).
  • Default setting is 0.
  • Requires DirectX 8.


See Also