$bumpmap

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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

"$bumpmap" "<texture>"
  • <texture>> is the name of the VTF texture to be used as the normalmap.
  • The .vtf file extension is not used in VMT texture references.
  • The name can be preceeded by the filepath relative to the game_directory/materials folder.
  • Example:
"$bumpmap" "Path/Texture1_normal"

Additional parameters

$bumpscale

$bumpscale <float>
  • Scales the $bumpmap by the <float> value.
  • 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

$bumpframe <integer>
  • Frame number to use from an animated bumpmap texture.

$bumptransform

$bumptransform <matrix>
  • Transforms the bumpmap texture.
The default position is center .5 .5 scale 1 1 rotate 0 translate 0 0.
  1. center defines the point of rotation. Only useful if rotate is being used.
  2. 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.
  3. rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.
  4. 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.pngNote:All values must be included!
Icon-Bug.pngBug: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 ?]
Icon-Bug.pngBug: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 ?]

$bumpoffset

$bumpoffset <>
  • Todo: dx8 version of center?

$bumpmap2

$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

$bumpframe2 <integer>
  • Frame number for $bumpmap2.
  • DirectX 9 required.

$nodiffusebumplighting

$nodiffusebumplighting 1

$forcebump

$forcebump 1
  • If set to 1, always does bumpmapping (even if the graphics card doesn't say it can handle it).
  • Requires DirectX 8.

See also