$bumpmap
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$bumpmap
es un parámetro de shader disponible en todos los juegos de Source.
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Un albedo (izq.) comparado con un relieve.
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.
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$bumpmap
desactivará la iluminación por vértice de prop_static en los juegos Source previos a 
No hay mucha información en los vértices de un mapeado normal, por lo que el motor no tiene opción de retroceder.
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$bumpmap
no existe para LightmappedReflective. En su lugar se debe usar $normalmap
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- En el sombreado
Water
,$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.
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$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 on VertexLitGeneric(solo en
) and LightmappedGeneric(solo en
). 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.
- 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.
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. [todo tested in ?]
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. [todo tested in ?]
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] [todo tested in ?]
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
for bump map blending.
LightmappedGeneric
in 
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.