Env projectedtexture: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
Line 54: Line 54:


=== Fixing cuts in projected texture ===
=== Fixing cuts in projected texture ===
{{warning|Having this set will reduce your performance, but only by a small fraction, though noticeable..)}}


[[Image:Cut.jpg|thumb|Projected texture being cut.]]
[[Image:Cut.jpg|thumb|Projected texture being cut.]]

Revision as of 04:27, 3 August 2009

Projecting a colourful texture.

Template:Base point ep2 It creates a dynamic shadow-mapping light that affects all objects in the world. It is used to create the Episode Two flashlight.

Note.pngNote:Shadows are only drawn when the user is running with "High" shadow detail.
Icon-Bug.pngBug:Does not accept a configurable texture value from Hammer - will always default to the flashlight. You must use the SpotlightTexture input instead.  [todo tested in ?]

Bug fixes

Enabling multiple shadow maps

Warning.pngWarning:Regardless if any Env_projectedtexture are in your map or not, each projected you have defined in the code i.e number of max projectors per map will cause each defined one to create a Render Target, resulting in very slow performance. It is Ideal to keep your max amount under 10.)

Valve's games only allow one projected texture to cast shadows at a time - including the player's flashlight! To surmount this, shadow casting can be disabled on each entity with the enableshadows KV, or for a proper solution a programmer can perform this C++ fix:

In CClientShadowMgr::Init() (Clientshadowmgr.cpp around line 1293), replace:

bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;
m_nMaxDepthTextureShadows = bTools ? 4 : 1;	// Just one shadow depth texture in games, more in tools

With:

m_nMaxDepthTextureShadows = YOUR_CHOSEN_MAX; //with your number

Fixing targeting

Because the targeting code isn't finished in the SDK, A projected texture will flicker when bound to a target. To fix this, open c_env_projectedtexture.cpp and around line 174 there is an else block containing an assert and some commented code. Replace the whole block with this:

else
{
	Vector vecToTarget = m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin();
	QAngle vecAngles;
	VectorAngles( vecToTarget, vecAngles );
	AngleVectors( vecAngles, &vForward, &vRight, &vUp );
}

The server needs code to update the entity with angles on a target as well. Open env_projectedtexture.cpp and around line 245 edit the InitialThink() function to recalculate angles towards the target:

void CEnvProjectedTexture::InitialThink( void )
{
	if ( m_hTargetEntity == NULL && m_target != NULL_STRING )
		m_hTargetEntity = gEntList.FindEntityByName( NULL, m_target );
	if ( m_hTargetEntity == NULL )
		return;
	 
	Vector vecToTarget = (m_hTargetEntity->GetAbsOrigin() - GetAbsOrigin());
	QAngle vecAngles;
	VectorAngles( vecToTarget, vecAngles );
	SetAbsAngles( vecAngles );
	 
	SetNextThink( gpGlobals->curtime + 0.1 );
}

Fixing cuts in projected texture

Warning.pngWarning:Having this set will reduce your performance, but only by a small fraction, though noticeable..)
Projected texture being cut.

When using multiple env_projectedtexture, projected textures might be cut at certain viewing angles. To fix this, force r_flashlightscissor 0 for your mod or map.

Keyvalues

target <string>
The entity will rotate to point at its target, no matter where it is in the world. See also lightonlytarget.
Icon-Bug.pngBug:Does not work with stock SDK code. See #Fixing targeting.  [todo tested in ?]
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 (
Todo: 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 #000000
Tint of projected texture.
Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Icon-Bug.pngBug:Does not work with stock SDK code. See #Fixing targeting.  [todo tested in ?]
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
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

Flags

  • Enabled

Inputs

TurnOn
TurnOff
Enable or disable the light.
FOV <float>
See lightfov keyvalue above.
Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/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 the the movement hierarchy, leaving it free to move independently.


Inputs not in FGD

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.
Icon-Bug.pngBug:Non-functional.  [todo tested in ?]
LightWorld <bool>
See above keyvalues.
Icon-Bug.pngBug:Cannot be re-enabled.  [todo tested in ?]
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.

Outputs