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  1. Documentation
  2. Textures
  3. Bump map

$bumpmap

$bumpmap is a material shader parameter available in all Source games.

PreviousBump mapNext$ssbump

Last updated 5 years ago

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$bumpmap is a parameter available in all Source games. It specifies a that will provide three-dimensional lighting information for a material. The texture is a , but the process it is used for is called . The two terms are often used interchangeably, however.

$bumpmap will disable '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 shader, $bumpmap is for a DX8 . Use $normalmap instead.

  • Bumpmaps cannot be used on decal textures, except in .

Basic syntax

LightmappedGeneric
{
	$basetexture	brick/brickwall021a
	$surfaceprop	brick
	$bumpmap		brick/brickwall021a_normal
}

Additional parameters

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".

  1. center defines the point of rotation. Only useful if rotate is being used.

  2. scale fits the texture into the material the given number of times. '2 1' is a 50% scale in the X axis.

  3. rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.

  4. 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.

Flags the bump map texture(s) as being self-shadowing. Click for more details.

Scales the bump map by the given value in DirectX 8. To do: Does this actually exist? Seemingly not present in DX8 fallback shaders.

The frame to start an animated bump map on.

If 0, use bumpmapping if the card says it can handle it. If 1, always force bumpmapping on.

(DX9+)Same as $bumpframe, but for the second bump map.

Same as $bumptransform, but for the second bump map.

The strength of the first and second bump maps for bump map blending.

Console commands

Quickly enables/disabled normal mapping.

Enable or disable normal mapping. Default 1.

$bumptransform <> (DX9+)

<>(New with Half-Life 2: Episode Two / Source 2007)

$bumpscale <> (DX8)

$bumpframe <>

$nodiffusebumplighting <>

Stops the bump map affecting the lighting of the material's , which help combat . Does not affect the map.

Bug: Does not function beyond .

$forcebump <> (DX8)

$addbumpmaps <>

(Only in Counter-Strike: Global Offensive)Enables the usage and blending of two bump maps together for .

$bumpmap2 <> (DX9+)

The second bump map to use, for either or for LightmappedGeneric in for bump map blending.

$bumpframe2 <>

$bumptransform2 <> (DX9+)

Note: used with $detailscale will override this on LightmappedGeneric.

$bumpdetailscale1 and $bumpdetailscale2 <> (Only in Counter-Strike: Global Offensive)

mat_fastnobump <>

mat_normalmaps <>

Displays the bump map texture of all materials that have one in place of their .(Yes, these two commands have bump and normal the wrong way around!)

mat_bumpmap <>

Source:

matrix
$ssbump
boolean
float
integer
boolean
albedo
overdraw
specular
boolean
boolean
LightmappedGeneric
texture
integer
matrix
$detail
normal
boolean
boolean
albedo
boolean
https://developer.valvesoftware.com/wiki/$bumpmap
material
shader
texture
bump map
normal mapping
prop_static
Water
du/dv map
Source 2007
WorldVertexTransition
A material's albedo (left) compared to its bump map.
The above material in-game.