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Env projectedtexture (Source 2): Difference between revisions

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{{LanguageBar}}
{{LanguageBar}}
{{TabsBar|main=s2|base=env_projectedtexture}}
{{TabsBar|main=s2|base=env_projectedtexture}}
{{This is a|point entity|name=env_projectedtexture|engine=source2}} It projects a texture for use in things like flashlights.
{{This is a|point entity|name=env_projectedtexture|engine=source 2}} It projects a texture for use in things like flashlights.


==Flags==
==Flags==
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==Keyvalues==
==Keyvalues==
{{KV Targetname}}
{{KV|target|intn=target|target_destination|}}
{{KV|target|intn=target|target_destination|}}
{{KV|FOV|intn=lightfov|float|Field of view for which to project the texture}}
{{KV|FOV|intn=lightfov|float|Field of view for which to project the texture}}
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|-
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|}
{{KV Targetname}}


==Inputs==
==Inputs==
{{IO|TurnOn|Turn on the texture}}
{{I|TurnOn|Turn on the texture}}
{{IO|TurnOff|Turn off the texture}}
{{I|TurnOff|Turn off the texture}}
{{IO|AlwaysUpdateOn|Turn on per frame updating (for moving lights)}}
{{I|AlwaysUpdateOn|Turn on per frame updating (for moving lights)}}
{{IO|AlwaysUpdateOff|Turn off per frame updating (for moving lights)}}
{{I|AlwaysUpdateOff|Turn off per frame updating (for moving lights)}}
{{IO|SetFOV|Set Field of view|param=float}}
{{I|SetFOV|Set Field of view|param=float}}
{{IO|SpotlightTexture|Set the spotlight texture|param=string}}
{{I|SpotlightTexture|Set the spotlight texture|param=string}}
{{IO|EnableShadows|Set the if shadows are enabled|param=boolean}}
{{I|EnableShadows|Set the if shadows are enabled|param=boolean}}
{{IO|LightColor|Change the light color/brightness|param=color255}}
{{I|LightColor|Change the light color/brightness|param=color255}}
{{I BaseEntity (Source 2)}}
 
==Outputs==
{{O BaseEntity|s2=1}}

Latest revision as of 09:46, 11 December 2024

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env_projectedtexture is a point entity available in all Source 2 Source 2 games. It projects a texture for use in things like flashlights.

Flags

Enabled : [1]
Always Update (moving light) : [2]

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

target (target) <targetname>
FOV (lightfov) <float>
Field of view for which to project the texture
NearZ (nearz) <float>
Near Z cutoff for projected texture
FarZ (farz) <float>
Far Z cutoff for projected texture
Enable Shadows (enableshadows) <boolean>
Enables/disables shadows from this projected texture.
Shadow Quality (shadowquality) <choices>
Quality of shadows
Value Description
0 Low
1 High
Light Only Target (lightonlytarget) <boolean>
Limit flashlight effect to only effect target entity.
Light World (lightworld) <boolean>
Flashlight effects static world geometry.
Simple Projection (simpleprojection) <boolean>
Indicates if this is a simple, non-light casting texture projection
Brightness Scale (brightnessscale) <float>
Scale the light color by this brightness
Light Color (lightcolor) <color255>
Light Color RGB-Intensity
Camera Space (cameraspace) <integer>
Angles are interpreted as being relative to camera.
Texture Name (texturename)
material
Flip Horizontal (flip_horizontal) <choices>
Should the projected texture be flipped horizontally?
Value Description
0 No
1 Yes

Inputs

TurnOn
Turn on the texture
TurnOff
Turn off the texture
AlwaysUpdateOn
Turn on per frame updating (for moving lights)
AlwaysUpdateOff
Turn off per frame updating (for moving lights)
SetFOV <floatRedirectInput/float>
Set Field of view
SpotlightTexture <stringRedirectInput/string>
Set the spotlight texture
EnableShadows <booleanRedirectInput/boolean>
Set the if shadows are enabled
LightColor <color255RedirectInput/color32>
Change the light color/brightness