Env projectedtexture: Difference between revisions
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Warning:This is the most expensive light entity in the engine. Use sparingly.
In code, it is represented by the
Note:In Garry's Mod, there can be up to 9 active
Bug:Parenting does not work with stock SDK code. [todo tested in ?]
Bug:
No smooth transition between this light and env_cascade_light. [todo tested in ?]
Note:The
Bug:The entity cannot target another entity. [todo tested in ?]
Note:In some FGDs, only
(Added notes, keyvalues and inputs for p2ce) |
Deprecated (talk | contribs) (Added GMOD availability, re-ordered P2CE parameters, removed CS:GO caveats section as most of these are not specific to CSGO or duplicates of existing information) |
||
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{{base point|env_projectedtexture|since=Half-Life 2: Episode One}} It projects a [[texture]] as a dynamic light that affects all objects in the world, optionally with [[Wikipedia:Shadow mapping|Shadow Mapping]]. env_Projectedtexture does not light the world similarly that other light entities which are ray-traced when you compile the map. This light however is real-time and works without RAD. | {{base point|env_projectedtexture|since=Half-Life 2: Episode One}} It projects a [[texture]] as a dynamic light that affects all objects in the world, optionally with [[Wikipedia:Shadow mapping|Shadow Mapping]]. env_Projectedtexture does not light the world similarly that other light entities which are ray-traced when you compile the map. This light however is real-time and works without RAD. | ||
{{Warning|most expensive light entity in | {{Warning|This is the most expensive light entity in the engine. Use sparingly.}} | ||
{{code class|CEnvProjectedTexture|env_projectedtexture.cpp}} | {{code class|CEnvProjectedTexture|env_projectedtexture.cpp}} | ||
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{{note|{{P2CE}} increases this limit to 8.}} | {{note|{{P2CE}} increases this limit to 8.}} | ||
*Shadows are only rendered when the user is running with "High" shadow detail. If your options menu does not show the "High" shadow detail setting by default, you can add <code>-force_vendor_id 0x10DE -force_device_id 0x1180</code> to the game's launch options for it to show up. | *Shadows are only rendered when the user is running with "High" shadow detail. If your options menu does not show the "High" shadow detail setting by default, you can add <code>-force_vendor_id 0x10DE -force_device_id 0x1180</code> to the game's launch options for it to show up. | ||
* {{note|In {{csgo}}, shadows from <code>env_projectedtexture</code> work on "Low" video settings.}} | |||
*In multiplayer, <code>mat_supportflashlight</code> must be set to 1 for flashlights to work. By default these ConVars are disabled in [[Team Fortress 2]], so this entity won't work there without special configuration. | *In multiplayer, <code>mat_supportflashlight</code> must be set to 1 for flashlights to work. By default these ConVars are disabled in [[Team Fortress 2]], so this entity won't work there without special configuration. | ||
*[[Viewmodel]]s won't receive light or shadows from projected textures, with the exception of Garry's Mod. You can follow [[env_projectedtexture/fixes#Enabling shadow receiving on the view model|these instructions to fix this bug]]. | *[[Viewmodel]]s won't receive light or shadows from projected textures, with the exception of Garry's Mod. You can follow [[env_projectedtexture/fixes#Enabling shadow receiving on the view model|these instructions to fix this bug]]. | ||
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{{bug|Parenting does not work with stock SDK code.}} | {{bug|Parenting does not work with stock SDK code.}} | ||
: {{fix|This bug is fixable by following these instructions: [[Env_projectedtexture/fixes#Fixing Parenting]].|code}} | : {{fix|This bug is fixable by following these instructions: [[Env_projectedtexture/fixes#Fixing Parenting]].|code}} | ||
{{bug|{{csgo}} No smooth transition between this light and {{ent|env_cascade_light}}.}} | |||
===Source 2007/2009 bugs=== | ===Source 2007/2009 bugs=== | ||
These have all been fixed in more recent engine builds.<!--Do we really still need this section? These issues are fixed now, yes?--> | These have all been fixed in more recent engine builds.<!--Do we really still need this section? These issues are fixed now, yes?--> | ||
Line 34: | Line 36: | ||
{{bug|[[Model]]s will not receive their own shadows correctly unless using [[$bumpmap]]. Even a flat bump map is sufficient.}} | {{bug|[[Model]]s will not receive their own shadows correctly unless using [[$bumpmap]]. Even a flat bump map is sufficient.}} | ||
{{bug|Causes issues if the entity overlaps a portal in [[Portal|Portal 1]]. Simply the projection overlapping a portal works fine.}} | {{bug|Causes issues if the entity overlaps a portal in [[Portal|Portal 1]]. Simply the projection overlapping a portal works fine.}} | ||
==Flags== | ==Flags== | ||
Line 50: | Line 44: | ||
{{KV|Target (target)|targetname|The entity will rotate to point at this target. Make sure you check the ''Always update'' flag if you set this.}} | {{KV|Target (target)|targetname|The entity will rotate to point at this target. Make sure you check the ''Always update'' flag if you set this.}} | ||
{{KV|FOV (lightfov)|float|The field of view cone/pyramid at which the texture is projected. | {{KV|FOV (lightfov)|float|The field of view cone/pyramid at which the texture is projected. | ||
:{{confirm|This keyvalue does not work in Alien Swarm.}}}} | |||
{{confirm|This keyvalue does not work in Alien Swarm.}}}} | |||
{{KV|NearZ (nearz)|float|Objects closer than this will not receive the light from the projection.}} | {{KV|NearZ (nearz)|float|Objects closer than this will not receive the light from the projection.}} | ||
{{KV|FarZ (farz)|float|Objects beyond this distance will not receive the light from the projection.}} | {{KV|FarZ (farz)|float|Objects beyond this distance will not receive the light from the projection.}} | ||
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{{KV|Brightness Scale (brightnessscale)|float|since=AS|Scale the light color by this brightness.}} | {{KV|Brightness Scale (brightnessscale)|float|since=AS|Scale the light color by this brightness.}} | ||
{{KV|Color Transition Time (colortransitiontime)|float|since=AS|Amount of time it takes for a color change to occur. Higher numbers cause faster transitions.}} | {{KV|Color Transition Time (colortransitiontime)|float|since=AS|Amount of time it takes for a color change to occur. Higher numbers cause faster transitions.}} | ||
{{KV|Appearance (style)|choices|since=P2|Various Custom Appearance presets. {{Note|Requires AlwaysUpdateOn to work. }} }} | {{KV|Appearance (style)|choices|since=P2|also=GMOD|Various Custom Appearance presets. {{Note|Requires AlwaysUpdateOn to work.}} }} | ||
{{light appearances}} | {{light appearances}} | ||
{{KV|Custom Appearance (pattern)|string|since=P2|Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where '''a''' is total darkness, '''z''' fully bright. i.e. <code>aaggnnttzz</code> would be a steppy fade in from dark to light.}} | {{KV|Custom Appearance (pattern)|string|since=P2|also=GMOD|Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where '''a''' is total darkness, '''z''' fully bright. i.e. <code>aaggnnttzz</code> would be a steppy fade in from dark to light.}} | ||
{{KV|Default Appearance (defaultstyle)|string|since=P2|}} | |||
{{KV|Enable Volumetrics|boolean|only={{P2CE}}|intn=volumetric|Whether or not to use volumetrics for this projected texture}} | {{KV|Enable Volumetrics|boolean|only={{P2CE}}|intn=volumetric|Whether or not to use volumetrics for this projected texture}} | ||
{{KV|Volumetric Intensity|float|only={{P2CE}}|intn=volumetricintensity|Defines the intensity of the volumetrics. (Default is 1. Can go above; no strict limit)}} | {{KV|Volumetric Intensity|float|only={{P2CE}}|intn=volumetricintensity|Defines the intensity of the volumetrics. (Default is 1. Can go above; no strict limit)}} | ||
{{KV BaseEntity|css=1}} | {{KV BaseEntity|css=1}} | ||
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{{IO|FOV|param=float|Sets '''FOV'''.}} | {{IO|FOV|param=float|Sets '''FOV'''.}} | ||
{{IO|EnableShadows|param=bool|Set the if shadows are enabled. 0 {{=}} no, 1 {{=}} yes.}} | {{IO|EnableShadows|param=bool|Set the if shadows are enabled. 0 {{=}} no, 1 {{=}} yes.}} | ||
{{IO|SpotlightTexture|param=string|Sets the spotlight texture.}} | {{IO|SpotlightTexture|param=string|Sets the spotlight texture. | ||
:{{note|Disabled in {{portal2}} onwards.}}}} | |||
{{IO|Target|param=string|Specify a new '''Target''' entity to point at.}} | {{IO|Target|param=string|Specify a new '''Target''' entity to point at.}} | ||
{{IO|CameraSpace|param=boolean|Sets '''Camera Space'''.}} | {{IO|CameraSpace|param=boolean|Sets '''Camera Space'''.}} | ||
{{IO|LightOnlyTarget|param=boolean|Sets '''Light Only Target'''. | {{IO|LightOnlyTarget|param=boolean|Sets '''Light Only Target'''. | ||
{{IO|LightWorld|param=int|Sets '''Light World'''. 0 {{=}} no, 1 {{=}} yes.}} | {{IO|LightWorld|param=int|Sets '''Light World'''. 0 {{=}} no, 1 {{=}} yes.}} | ||
{{IO|AlwaysUpdateOn|since=AS|Turn on per frame updating (for moving lights).}} | {{IO|AlwaysUpdateOn|since=AS|Turn on per frame updating (for moving lights).}} | ||
{{IO|AlwaysUpdateOff|since=AS|Turn off per frame updating (for moving lights).}} | {{IO|AlwaysUpdateOff|since=AS|Turn off per frame updating (for moving lights).}} | ||
{{IO|LightColor|since=AS|param=color255|Change the '''Light Color'''.}} | {{IO|LightColor|since=AS|param=color255|Change the '''Light Color'''.}} | ||
{{IO|SetLightStyle|param=integer | {{IO|SetLightStyle|param=integer|Sets an '''Appearance'''. (see Appearance keyvalue above for possible values)|since=P2|also=GMOD}} | ||
{{IO|SetPattern|Sets '''Custom Appearance'''. (see Custom Appearance keyvalue above)|param=string|since=P2}} | {{IO|SetPattern|Sets '''Custom Appearance'''. (see Custom Appearance keyvalue above)|param=string|since=P2|also=GMOD}} | ||
{{IO|SetNearZ|Sets '''NearZ'''.|param=float|since=P2}} | {{IO|SetNearZ|Sets '''NearZ'''.|param=float|since=P2|also=GMOD}} | ||
{{IO|SetFarZ|Sets '''FarZ'''.|param=float|since=P2}} | {{IO|SetFarZ|Sets '''FarZ'''.|param=float|since=P2|also=GMOD}} | ||
{{IO|EnableVolumetrics|param=boolean|Enables or disables volumetrics.|only={{P2CE}}}} | |||
{{IO|SetVolumetricIntensity|param=float|Sets the intensity of the volumetrics. (Default is 1. Can go above; no strict limit)|only={{P2CE}}}} | |||
:{{bug|Non-functional.}}}} | |||
{{I BaseEntity}} | {{I BaseEntity}} | ||
Revision as of 16:46, 14 October 2020

Portal 2 uses projected textures extensively for world lighting.
Template:Base point It projects a texture as a dynamic light that affects all objects in the world, optionally with Shadow Mapping. env_Projectedtexture does not light the world similarly that other light entities which are ray-traced when you compile the map. This light however is real-time and works without RAD.


CEnvProjectedTexture
class, defined in theenv_projectedtexture.cpp
file.
Caveats and Fixes
Main article: Env_projectedtexture/fixes
- Valve's games only support one shadow map in the PVS at a time.
Fix:It is possible to modify/remove this limit by following these instructions.
- Textures used for projected textures require the flags Clamp S, Clamp T and Clamp All to avoid glitchy tiling. Also note, that VTFs are used directly and no VMT is needed.

env_projectedtexture
s turned on with shadow mapping at a time. You can also increase this limit by putting -numshadowtextures #
in the Steam launch parameters of Garry's Mod, where # is the number of shadow maps the game should allow.- Shadows are only rendered when the user is running with "High" shadow detail. If your options menu does not show the "High" shadow detail setting by default, you can add
-force_vendor_id 0x10DE -force_device_id 0x1180
to the game's launch options for it to show up. - In multiplayer,
mat_supportflashlight
must be set to 1 for flashlights to work. By default these ConVars are disabled in Team Fortress 2, so this entity won't work there without special configuration. - Viewmodels won't receive light or shadows from projected textures, with the exception of Garry's Mod. You can follow these instructions to fix this bug.

Code Fix:This bug is fixable by following these instructions: Env_projectedtexture/fixes#Fixing Parenting.


Source 2007/2009 bugs
These have all been fixed in more recent engine builds.
Code Fix:You can fix this issue by following these instructions: Env_projectedtexture/fixes#Fix_configurable_texture_value_in_Hammer.

SpotlightTexture
input has been disabled in the Portal 2 and CS:GO engines, and instead shows an error message: "SetSpotlightTexture is disabled. If you need this feature reimplemented, tell a programmer."
Code Fix:This bug is fixable by following these instructions: env_projectedtexture/fixes#Fixing targeting.
Flags
- 1: Enabled
- 2: Always Update (moving light) Template:AS addTemplate:Mapbase also
Keyvalues
- Target (target) ([todo internal name (i)]) <targetname>
- The entity will rotate to point at this target. Make sure you check the Always update flag if you set this.
- FOV (lightfov) ([todo internal name (i)]) <float>
- The field of view cone/pyramid at which the texture is projected.
Confirm:This keyvalue does not work in Alien Swarm.
- NearZ (nearz) ([todo internal name (i)]) <float>
- Objects closer than this will not receive the light from the projection.
- FarZ (farz) ([todo internal name (i)]) <float>
- Objects beyond this distance will not receive the light from the projection.
- Enable Shadows (enableshadows) ([todo internal name (i)]) <boolean>
- Enables/disables shadows from this projected texture. 0 = no, 1 = yes.
- Shadow Quality (shadowquality) ([todo internal name (i)]) <choices>
- Quality of shadows.
- 0: Low (sharp, pixelized shadows)
- 1: High (smooth edged shadows)
- Light Only Target (lightonlytarget) ([todo internal name (i)]) <boolean>
- Limit flashlight effect to only affect target entity.
- Light World (lightworld) ([todo internal name (i)]) <boolean>
- Control whether flashlight affects static world geometry. 0 = no, 1 = yes.
- Camera Space (cameraspace) ([todo internal name (i)]) <integer>
- Angles are interpreted as being relative to camera.
- Texture Name (texturename) ([todo internal name (i)]) <string> !FGD
- The texture which this entity projects. Must be a VTF file (not VMT), relative to
/materials
.
- Texture Frame (textureframe) ([todo internal name (i)]) <integer> !FGD
- If the texture is animated, this is the frame it should begin on.
- Simple Projection (simpleprojection) ([todo internal name (i)]) <boolean> (in all games since
) !FGD
- Indicates if this is a simple, non-light casting texture projection.
- Simple Projection Size (projection_size) ([todo internal name (i)]) <float> (in all games since
) !FGD
- Simple Projection Rotation (projection_rotation) ([todo internal name (i)]) <float> (in all games since
) !FGD
- Brightness Scale (brightnessscale) ([todo internal name (i)]) <float> (in all games since
)
- Scale the light color by this brightness.
- Color Transition Time (colortransitiontime) ([todo internal name (i)]) <float> (in all games since
)
- Amount of time it takes for a color change to occur. Higher numbers cause faster transitions.
- Appearance (style) ([todo internal name (i)]) <choices> (in all games since
) (also in
)
- Various Custom Appearance presets.
Note:Requires AlwaysUpdateOn to work.
- Custom Appearance (pattern) ([todo internal name (i)]) <string> (in all games since
) (also in
)
- Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where a is total darkness, z fully bright. i.e.
aaggnnttzz
would be a steppy fade in from dark to light.
- Enable Volumetrics (volumetric) <boolean> (only in
)
- Whether or not to use volumetrics for this projected texture
- Volumetric Intensity (volumetricintensity) <float> (only in
)
- Defines the intensity of the volumetrics. (Default is 1. Can go above; no strict limit)
Inputs

TurnOn
, TurnOff
and FOV
are present.- TurnOn
- Turns on the texture.
Confirm:In gmod projected lights always start on even when "enabled" is not checked.
- TurnOff
- Turns off the texture.
- FOV <float >
- Sets FOV.
- EnableShadows <boolean >
- Set the if shadows are enabled. 0 = no, 1 = yes.
- SpotlightTexture <string >
- Sets the spotlight texture.
- Target <string >
- Specify a new Target entity to point at.
- CameraSpace <boolean >
- Sets Camera Space.
- LightOnlyTarget <boolean >
- Sets Light Only Target.
- LightWorld <integer >
- Sets Light World. 0 = no, 1 = yes.
- AlwaysUpdateOn (in all games since
)
- Turn on per frame updating (for moving lights).
- AlwaysUpdateOff (in all games since
)
- Turn off per frame updating (for moving lights).
- SetLightStyle <integer > (in all games since
) (also in
)
- Sets an Appearance. (see Appearance keyvalue above for possible values)
- SetPattern <string > (in all games since
) (also in
)
- Sets Custom Appearance. (see Custom Appearance keyvalue above)
- EnableVolumetrics <boolean > (only in
)
- Enables or disables volumetrics.
- SetVolumetricIntensity <float > (only in
)
- Sets the intensity of the volumetrics. (Default is 1. Can go above; no strict limit)
Bug:Non-functional. [todo tested in ?]