$bumpmap/es
< $bumpmap
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Especifica una textura que tendrá iluminación tridimensional e información para un material. La textura es un relieve, pero el proceso es un mapeado normal. Aunque ambos términos se utilizan indistintivamente.
Aviso:
No hay mucha información en los vértices de un mapeado normal, por lo que el motor no tiene opción de retroceder.
$bumpmap
desactivará la iluminación por vértice de prop_static
en los juegos Source previos a CS:GO rama de motor.No hay mucha información en los vértices de un mapeado normal, por lo que el motor no tiene opción de retroceder.
Importante:
$bumpmap
no existe para LightmappedReflective
. En su lugar se debe usar $normalmap
.
Nota:
- En el sombreado
Water
,$bumpmap
es para DX8 du/dv map. Se usa$normalmap
en su lugar. - Los relieves no se pueden usar sobre texturas adhesivas, excepto en CS:GO rama de motor.
- On
VertexLitGeneric
using$lightwarptexture
will force bumpmapping even if$bumpmap
is not in the VMT. A default one is bound instead, all$bumpmap
caveats come with it.
Error:
$bumpmap
causes some other Parameters to not work. Parameters that will break with $bumpmap
are ( but not limited to ) :
- Will not work with materials using
$envmapmask
. Except onVertexLitGeneric
(only in ) andLightmappedGeneric
(only in ). See Alternative methods. - In
LightmappedGeneric
, $detailblendmode 9 cannot be used. - In
VertexLitGeneric
, $detailblendmode 5, 6, 8, 9, 10 and 11 not usable. With$phong
5 and 6 can be used. - In
VertexLitGeneric
, $detailblendmode 5-11 not usable. With$phong
5 and 6 can be used. - In $detailtint won't work.
$distancealpha
,$outline
,$softedges
won't work.- On
LightmappedGeneric
, cannot be used with$basealphaenvmapmask
Sintaxis básica
LightmappedGeneric
{
$basetexture brick/brickwall021a
$surfaceprop brick
$bumpmap brick/brickwall021a_normal
}
Parámetros adicionales
Transforms the bump map texture.
Pendiente: Does this actually require DX9? Present in DX8 fallback shaders.
- Error:Does not work when using
$detail
. This does work in .
- The default position is
center .5 .5 scale 1 1 rotate 0 translate 0 0
.center
defines the point of rotation. Only useful ifrotate
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.
- Nota:All values must be included!
- Error:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place.
- Error: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.
The frame to start an animated bump map on.
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Stops the bump map affecting the lighting of the material's albedo, which help combat overdraw. Does not affect the specular map, making it useful for distorted reflections on flat surfaces.
- Error:Does not function beyond Source 2007.[confirmar]
- Nota:Functions with $ssbump but not regular normals on Source 2013 . More testing required?
If 0, use bumpmapping if the card says it can handle it. If 1, always force bumpmapping on.
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Force bump mapping on, even for low-end machines.
Shader(s): LightmappedGeneric
Enables the usage and blending of two bump maps together for
LightmappedGeneric
.
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
The second bump map to use, either for
WorldVertexTransition
or for LightmappedGeneric
in for bump map blending.
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Same as
$bumpframe
, but for the second bump map.
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Same as
$bumptransform
, but for the second bump map.
- Nota:
$detail
used with$detailscale
will override this onLightmappedGeneric
if the shader is using$addbumpmaps
.
If using two bump maps, use a third bump map to act as the base, with the alpha channel acting as a mask for the first two bump maps. The alpha channel of
$bumpmask
is also used as a specular mask.
- Nota:Does not work with
$detail
and$seamless_scale
.
Shader(s): LightmappedGeneric
The strength of the first and second bump maps for bump map blending.
Comandos de consola
mat_fastnobump
<boolean>- Quickly enables/disabled normal mapping.
mat_normalmaps
<boolean>- Displays the bump map texture of all materials that have one in place of their albedo.
- (¡Sí, los nombres de estos comandos están erróneos!)
mat_bumpmap
<boolean>- Enable or disable normal mapping. Default 1.