env_projectedtexture

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Projecting a colourful texture.

env_projectedtexture is a point entity available in all Orange Box games. It creates a dynamic shadow-mapping light that affects all objects in the world. It is used to create the Episode Two flashlight.

Note:Shadows are only drawn when the user is running with "High" shadow detail.
Bug:Does not accept a configurable texture value from Hammer - will always default to the flashlight. You must use the SpotlightTexture input instead.
Bug:Models will not receive their own shadows correctly unless using $bumpmap. Even a flat bump map will fix the problem.

Contents

Bug fixes

See env_projectedtexture/fixes.

Keyvalues

target <string>
The entity will rotate to point at its target, no matter where it is in the world. See also lightonlytarget.
Bug:Does not work with stock SDK code. See #Fixing targeting.
FOV <float>
The angle at which the texture is projected. The projection is square, but the texture can make it appear of any shape.
Remember the default Player FOV is 75°.
NearZ <float>
Near Z for projected texture. Default value is 4.0.
Objects closer than this will not receive the projection.
FarZ <float>
Far Z for projected texture. Default value is 750.0.
Objects beyond this distance will not receive the projection. Think of it as the range limit.
Enable Shadows <bool>
Should I cast shadows?
Shadow Quality <bool>
Quality of shadows ( To do: what's the difference?)
Light Only Target <bool>
Should I light only the entity that is my target? The world will still be lit.
Light World <bool>
Should I light the world?
Camera Space <bool>
Display relative to player's view. Breaks things horribly unless the entity moves with the player.
Light Color <color255>
Tint of projected texture.

Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
Bug:Does not work with stock SDK code. See #Fixing targeting.

Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.

Targetname:

Name <string>
The targetname other entities refer to this entity by.

Flags

  • Enabled

Inputs

These inputs are accepted by the entity but not known to Hammer:

target <string>
Specify a new target entity to point at.
cameraspace <bool>
See above keyvalues.
LightOnlyTarget <bool>
See above keyvalues.
Bug:Non-functional.
LightWorld <bool>
See above keyvalues.
Bug:Cannot be re-enabled.
EnableShadows <bool>
See above keyvalues.
Ambient <float>
Allows for an ambiance light, much like the shadow color for it.
SpotlightTexture <VTF/string>
A VTF file (not VMT), relative to /materials.

These inputs are known to Hammer:

TurnOn
TurnOff
Enable or disable the light.
FOV <float>
See lightfov keyvalue above.

Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.

Outputs

Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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