$bumpmap is a material shader parameter available in all Source games.
$bumpmap is a materialshader parameter available in all Source games. It specifies a texture that will provide three-dimensional lighting information for a material. The texture is a bump map, but the process it is used for is called normal mapping. The two terms are often used interchangeably, however.
$bumpmap will disable prop_static's per-vertex lighting in every Source game but . Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
Note:
In the Water shader, $bumpmap is for a DX8 du/dv map. Use $normalmap instead.
Bumpmaps cannot be used on decal textures, except in .
A material's albedo (left) compared to its bump map.
Transforms the bump map texture. To do: 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 X axis.
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.
Note:All values must be included!
Bug: Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place.
Bug: 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.
$ssbump<boolean>(New with Half-Life 2: Episode Two / Source 2007)
Flags the bump map texture(s) as being self-shadowing. Click for more details.
Displays the bump map texture of all materials that have one in place of their albedo.(Yes, these two commands have bump and normal the wrong way around!)