Env projectedtexture: Difference between revisions

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(Added notes, keyvalues and inputs for p2ce)
(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 [[Source]].}}
{{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?-->
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{{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.}}
=={{csgo}} Entity specifics for CS:GO==
*Limited to only 1 active <code>env_projectedtexture</code> on the map.
*Shadows from <code>env_projectedtexture</code> work on "Low" video settings.
*With "Always Update" flag enabled you can parent <code>env_projectedtexture</code> to a moving entity to make light and shadows more dynamic.
{{bug|No light or shadows work on [[viewmodels]] so far. As a workaround you can try to place dim [[light_spot]] or [[light_dynamic]] near <code>env_projectedtexture</code> with "Light World" keyvalue disabled to mimic the light coming from the projectedtexture entity.}}
{{bug|No smooth transition between projectedtexture light and other type of lights on models. Enter <code>thirdperson</code> in the console and as a player move into <code>env_projectedtexture</code> lighting area placed under the sun with working [[env_cascade_light]]. By entering and leaving lighting area you will notice how light and shadows on player model will instantly switch between sun and projectedtexture. Same bug applies for props, for example if you place a [[prop_static]] in the water and try to move <code>env_projectedtexture</code> parented with [[func_movelinear]] back and forth, you will notice this bug on a prop model. You need to adjust "FOV" and "FarZ" keyvalues to achieve desirable effect or some kind of compromise.}}
{{Warning| Place your <code>env_projectedtexture</code> very carefully, especially if you're going to move it. It's rather unstable, so make sure to test it for visual problems.}}


==Flags==
==Flags==
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{{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|Default Appearance (defaultstyle)|string|since=P2|}}
{{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|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.}}}}
{{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|since=P2|Sets an '''Appearance'''. (see Appearance keyvalue above for possible values)}}
{{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

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Projecting a colorful texture in Garry's Mod.
Portal 2 uses projected textures extensively for world lighting.
Showcase of Portal 2: Community Edition volumetrics in a Portal 2 map.

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.

Warning.pngWarning:This is the most expensive light entity in the engine. Use sparingly.
C++ In code, it is represented by theCEnvProjectedTextureclass, defined in theenv_projectedtexture.cppfile.

Caveats and Fixes

  • Valve's games only support one shadow map in the PVS at a time.
Note.pngFix: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.
Note.pngNote:In Garry's Mod, there can be up to 9 active env_projectedtextures 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.
Note.pngNote:Portal 2: Community Edition 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 -force_vendor_id 0x10DE -force_device_id 0x1180 to the game's launch options for it to show up.
  • Note.pngNote:In Counter-Strike: Global Offensive, shadows from env_projectedtexture work on "Low" video settings.
  • 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.
Icon-Bug.pngBug:In Portal 2, some Nvidia graphics cards render white specks or squares on certain textures. To fix this, remove the bumpmap ($bumpmap or $ssbump) or $detail textures.  [todo tested in ?]
Video of said bug.
Icon-Bug.pngBug:Parenting does not work with stock SDK code.  [todo tested in ?]
Cpp.pngCode Fix:This bug is fixable by following these instructions: Env_projectedtexture/fixes#Fixing Parenting.
Icon-Bug.pngBug:Counter-Strike: Global Offensive No smooth transition between this light and env_cascade_light.  [todo tested in ?]

Source 2007/2009 bugs

These have all been fixed in more recent engine builds.

Icon-Bug.pngBug:The configurable texture value from Hammer is not accepted - will always default to the flashlight. You must use the SpotlightTexture input or you can also override the actual contents of the default VTF with a new one.  [todo tested in ?]
Cpp.pngCode Fix:You can fix this issue by following these instructions: Env_projectedtexture/fixes#Fix_configurable_texture_value_in_Hammer.
Note.pngNote:The 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."
Icon-Bug.pngBug:The entity cannot target another entity.  [todo tested in ?]
Cpp.pngCode Fix:This bug is fixable by following these instructions: env_projectedtexture/fixes#Fixing targeting.
Icon-Bug.pngBug:Models will not receive their own shadows correctly unless using $bumpmap. Even a flat bump map is sufficient.  [todo tested in ?]
Icon-Bug.pngBug:Causes issues if the entity overlaps a portal in Portal 1. Simply the projection overlapping a portal works fine.  [todo tested in ?]

Flags

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.
Light Color (lightcolor) ([todo internal name (i)]) <color255 + int>
RGB light color and intensity
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 Alien Swarm) !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 Alien Swarm) !FGD
Simple Projection Rotation (projection_rotation) ([todo internal name (i)]) <float> (in all games since Alien Swarm) !FGD
Brightness Scale (brightnessscale) ([todo internal name (i)]) <float> (in all games since Alien Swarm)
Scale the light color by this brightness.
Color Transition Time (colortransitiontime) ([todo internal name (i)]) <float> (in all games since Alien Swarm)
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 Portal 2) (also in Garry's Mod)
Various Custom Appearance presets.
Note.pngNote:Requires AlwaysUpdateOn to work.

Template:Light appearances

Custom Appearance (pattern) ([todo internal name (i)]) <string> (in all games since Portal 2) (also in Garry's Mod)
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.
Default Appearance (defaultstyle) ([todo internal name (i)]) <string> (in all games since Portal 2)
Enable Volumetrics (volumetric) <boolean> (only in Portal 2: Community Edition)
Whether or not to use volumetrics for this projected texture
Volumetric Intensity (volumetricintensity) <float> (only in Portal 2: Community Edition)
Defines the intensity of the volumetrics. (Default is 1. Can go above; no strict limit)


Inputs

Note.pngNote:In some FGDs, only 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 <floatRedirectInput/float>
Sets FOV.
EnableShadows <booleanRedirectInput/boolean>
Set the if shadows are enabled. 0 = no, 1 = yes.
SpotlightTexture <stringRedirectInput/string>
Sets the spotlight texture.
Note.pngNote:Disabled in Portal 2 onwards.
Target <stringRedirectInput/string>
Specify a new Target entity to point at.
CameraSpace <booleanRedirectInput/boolean>
Sets Camera Space.
LightOnlyTarget <booleanRedirectInput/boolean>
Sets Light Only Target.
LightWorld <integerRedirectInput/integer>
Sets Light World. 0 = no, 1 = yes.
AlwaysUpdateOn  (in all games since Alien Swarm)
Turn on per frame updating (for moving lights).
AlwaysUpdateOff  (in all games since Alien Swarm)
Turn off per frame updating (for moving lights).
LightColor <color255RedirectInput/color32> (in all games since Alien Swarm)
Change the Light Color.
SetLightStyle <integerRedirectInput/integer> (in all games since Portal 2) (also in Garry's Mod)
Sets an Appearance. (see Appearance keyvalue above for possible values)
SetPattern <stringRedirectInput/string> (in all games since Portal 2) (also in Garry's Mod)
Sets Custom Appearance. (see Custom Appearance keyvalue above)
SetNearZ <floatRedirectInput/float> (in all games since Portal 2) (also in Garry's Mod)
Sets NearZ.
SetFarZ <floatRedirectInput/float> (in all games since Portal 2) (also in Garry's Mod)
Sets FarZ.
EnableVolumetrics <booleanRedirectInput/boolean> (only in Portal 2: Community Edition)
Enables or disables volumetrics.
SetVolumetricIntensity <floatRedirectInput/float> (only in Portal 2: Community Edition)
Sets the intensity of the volumetrics. (Default is 1. Can go above; no strict limit)
Icon-Bug.pngBug:Non-functional.  [todo tested in ?]


Outputs