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I am not sure about this (because I don't possess every game made by Valve), but I removed two parameters from the page: "$bumpmapframe" and "$bumpmapframe2". I believe that they have been misspelled, and are actually called "$bumpframe" and "$bumpframe2". (I can find no record of the former parameters in the source files or by searching the VMTs.) If you happen to find these parameters, tell us where and put them back. --Andreasen 22:07, 23 Jan 2008 (PST)

Valve's water materials all use $bumpframe, so you're probably right. --TomEdwards 01:22, 24 Jan 2008 (PST)
Nice one Andreasen! Thanks :) --Beeswax 11:26, 31 Jan 2008 (PST)

Warning: $bumpmap will disable prop_static's per-vertex lighting. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back. - Can this be circumvented using -StaticPropPolys -TextureShadows -staticproplighting during map compile? --Jike 03:20, 15 November 2010 (UTC)

Of course not, it's an engine limitation. --Legend286 20:53, 5 September 2011 (PDT)

Static Props with Bumpmap

So, this article says that bump maps will be disabled on static props due to engine limitations, however it just occured to me that other types of props and models can use bumpmaps. Anyone else think it would it be reasonable to replace static props with dynamic props where you want normal mapping instead? (and should this be included as a tip in the article?) Greenhourglass (talk) 04:45, 30 July 2017 (UTC)

$bumptransform appears to be broken (Mapbase/SDK 2013 SP)

Just adding a note here for anyone who comes across it. The $bumptransform parameter appears non-function on LightmappedGeneric/SDK_LightmappedGeneric, not sure about any other shaders. (at least on Mapbase/Source SDK 2013 Singleplayer - not sure where else!) Might be worth a little more research & disseminating this information into the actual page contents but I don't have the time for that myself unfortunately. --Iiboharz (talk) 06:34, 13 December 2022 (PST)