Difference between revisions of "$bumpmap"

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m (tidy (was categorized as stub: inserted {{stub}} template, which also does it and is more visible))
m (Additional parameters: Corrected shader.)
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:Transforms the bumpmap texture.
 
:Transforms the bumpmap texture.
 
;<code>$bumpmap2 <texture> </code>
 
;<code>$bumpmap2 <texture> </code>
:Used by the [[WorldTwoTextureBlend]] shader to blend materials on [[Displacement]] surfaces (eg terrain).
+
: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.
 
:The percentage blend of each of the two textures is defined by alpha painting in Hammer.
 
:DirectX 9 required.
 
:DirectX 9 required.

Revision as of 21:59, 12 February 2008

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

Basic syntax

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

See also