Env projectedtexture: Difference between revisions
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Note:Shadows are only rendered when the user is running with "High" shadow detail.
Note:In multiplayer, mp_flashlight and mat_flashlight 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.
Bug:In Source 2007/2009, a configurable texture value from Hammer is not accepted - will always default to the flashlight. You must use the
Bug:Viewmodels won't receive light or shadows from projected textures, not even in Portal 2. See the code fix available on the Bug Fixes page. [todo tested in ?]
Note:Portal 2 does not allow more than one active env_projectedtexture at any given time. If one is activated while another is already on, it will disable the previous one and a warning message is displayed in the console.
Note:In Source 2007/2009, only
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(Major cleanup and added new keyvalues and inputs.) |
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[[File:Projected texture.jpg|thumb|Projecting a colourful [[texture]].]] | [[File:Projected texture.jpg|thumb|Projecting a colourful [[texture]].]] | ||
[[File:trainstationdlight_0.jpg|thumb|[[Env_projectedtexture]]s allow for self-shadows, shadow-receivers, and properly oriented and proportioned shadows. Two of these entities are currently being used in this scene. After "grain" fix]] | [[File:trainstationdlight_0.jpg|thumb|[[Env_projectedtexture]]s allow for self-shadows, shadow-receivers, and properly oriented and proportioned shadows. Two of these entities are currently being used in this scene. After "grain" fix]] | ||
{{base point ep2|env_projectedtexture}} It creates a dynamic [[Wikipedia:Shadow mapping|shadow-mapping]] light that affects all objects in the world. It is used to create the flashlights in [[Source 2007]], [[Source 2009]] and [[Left 4 Dead (engine branch)|Left 4 Dead]] engine games. | {{base point ep2|env_projectedtexture}} It creates a dynamic [[Wikipedia:Shadow mapping|shadow-mapping]] light that affects all objects in the world. It is used to create the flashlights in [[Source 2007]], [[Source 2009]] and [[Left 4 Dead (engine branch)|Left 4 Dead]] engine games. In [[Alien Swarm]] and [[Portal 2]], it is also used for world lighting in combination with static lights. | ||
{{note|Shadows are only rendered when the user is running with "High" shadow detail.}} | |||
{{note| | {{note|In multiplayer, ''mp_flashlight'' and ''mat_flashlight'' 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.}} | ||
{{ | {{bug|In Source 2007/2009, a configurable texture value from Hammer is not accepted - will always default to the flashlight. You must use the <code>SpotlightTexture</code> [[input]] or [[env_projectedtexture/fixes#Fix_configurable_texture_value_in_Hammer|use the code fix available on the Bug Fixes page]].}} | ||
{{ | {{bug|[[Model]]s will not receive their own shadows correctly unless using [[$bumpmap]]; even a flat bump map is suffice.}} | ||
{{bug| | {{bug|[[Viewmodel]]s won't receive light or shadows from projected textures, not even in [[Portal 2]]. See [[Env_projectedtexture/fixes#Enabling shadow receiving on the view model|the code fix available on the Bug Fixes page]].}} | ||
{{bug|[[ | {{bug|Causes issues if it overlaps a prop_portal from [[Portal]] 1. However, this has been fixed in [[Portal 2]].}} | ||
== Portal 2 improvements == | |||
[[File:Global_shadow_mapping.jpg|thumb|Example of the improved texture projection in [[Portal 2]].]] | |||
As expected, projected textures have been improved in ''[[Portal 2]]''. Light no longer bleeds around objects and shadows appear to be more accurate and precise. In addition, more flashlight [[ConVar]]s are available (try ''find r_flashlight'' in the console). | |||
{{ | {{note|Portal 2 does not allow more than one active env_projectedtexture at any given time. If one is activated while another is already on, it will disable the previous one and a warning message is displayed in the console.}} | ||
{{clr}} | |||
==Bug fixes== | ==Bug fixes== | ||
See [[env_projectedtexture/fixes]]. | See [[env_projectedtexture/fixes]]. | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV|target|target_destination|The entity will rotate to point at its target, no matter where it is in the world. See also <code>lightonlytarget</code>. {{bug|Does not work with stock SDK code. See [[Env_projectedtexture/fixes#Fixing targeting]].}}}} | |||
{{KV|FOV|float|The field of view angle at which the texture is projected. The projection is square, but the texture can make it appear of any shape. <br/> Remember the default Player FOV is 75°.}} | |||
{{KV|NearZ|float|Near Z for projected texture. Default value is 4.0.<br/> Objects closer than this will not receive the projection.}} | |||
{{KV|FarZ|float|Far Z for projected texture. Default value is 750.0.<br/> Objects beyond this distance will not receive the projection. Think of it as the range limit.}} | |||
{{KV|Enable Shadows|boolean|Enables/disables shadows from this projected texture.}} | |||
{{KV|Shadow Quality|Choices|Quality of shadows. ({{todo|what's the difference?}})}} | |||
:* 0 : Low | |||
:* 1 : High | |||
{{KV|Light Only Target|boolean|Limit flashlight effect to only effect target entity? {{note|The world will still be lit.}}}} | |||
{{KV|Light World|boolean|Control whether flashlight effects static world geometry.}} | |||
{{KV|Light Color|color255|Light Color RGB-Intensity}} | |||
{{KV|Camera Space|integer|Display relative to player's view. Breaks things horribly unless the entity moves with the player.}} | |||
{{KV|Brightness Scale|float|Scale the light color by this brightness.|since=AS}} | |||
{{KV|Color Transition Time|float|Amount of time it takes for a color change to occur.|since=AS}} | |||
{{KV|Texture Name|material|Sets the current projected texture associated with this entity. {{bug|Does not work with stock SDK code. See [[Env_projectedtexture/fixes#Fix configurable texture value in Hammer]].}}|since=AS}} | |||
{{KV|Appearance|Choices|Various Custom Appearance (see below) presets.|since=P2}} | |||
:* 0 : Normal | |||
:* 10 : Fluorescent flicker | |||
:* 2 : Slow, strong pulse | |||
:* 11 : Slow pulse, noblack | |||
:* 5 : Gentle pulse | |||
:* 1 : Flicker A | |||
:* 6 : Flicker B | |||
:* 3 : Candle A | |||
:* 7 : Candle B | |||
:* 8 : Candle C | |||
:* 4 : Fast strobe | |||
: {{ | :* 9 : Slow strobe | ||
{{KV|Custom Appearance|string|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.|since=P2}} | |||
{{KV Targetname}} | |||
{{KV Parentname}} | {{KV Parentname}} | ||
: {{bug|Does not work with stock SDK code. See [[Env_projectedtexture/fixes#Fixing Parenting]].}} | : {{bug|Does not work with stock SDK code. See [[Env_projectedtexture/fixes#Fixing Parenting]].}} | ||
{{KV Angles}} | {{KV Angles}} | ||
==Flags== | ==Flags== | ||
* Enabled | * 1 : Enabled | ||
* 2 : Always Update (moving light) {{AS add}} | |||
==Inputs== | ==Inputs== | ||
{{note|In Source 2007/2009, only <code>TurnOn</code>, <code>TurnOff</code> and <code>SetFOV</code> are known to Hammer.}} | |||
{{IO|TurnOn|Turn on the texture.}} | |||
{{IO|TurnOff|Turn off the texture.}} | |||
{{IO|SetFOV|Set FOV. See lightfov keyvalue above.|param=float}} | |||
{{IO|SpotlightTexture|Set the spotlight texture. Must be a [[Valve Texture Format|VTF]] file (not VMT), relative to <code>/materials</code>.|param=string}} | |||
{{IO|Target|Specify a new target entity to point at.|param=string}} | |||
{{IO|CameraSpace|See above keyvalues.|param=boolean}} | |||
{{IO|LightOnlyTarget|See above keyvalues. {{bug|Non-functional.}}|param=boolean}} | |||
{{IO|LightWorld|See above keyvalues. {{bug|Cannot be re-enabled.}}|param=boolean}} | |||
{{IO|Ambient|Allows for an ambiance light, much like the shadow color for it.|param=boolean}} | |||
{{IO|AlwaysUpdateOn|Turn on per frame updating (for moving lights)|since=AS}} | |||
{{IO|AlwaysUpdateOff|Turn off per frame updating (for moving lights)|since=AS}} | |||
{{IO|EnableShadows|Set the if shadows are enabled|param=bool|since=AS}} | |||
{{IO|LightColor|Change the light color/brightness|param=color255|since=AS}} | |||
{{IO|SetLightStyle|Change the lightstyle. (see Appearance keyvalue above for possible values)|param=integer|since=P2}} | |||
{{IO|SetPattern|Set a custom pattern of light brightness for this light. (see Custom Appearance keyvalue above)|param=string|since=P2}} | |||
{{IO|SetNearZ|Sets the near Z distance.|param=float|since=P2}} | |||
{{IO|SetFarZ|Sets the far Z distance.|param=float|since=P2}} | |||
{{I Targetname}} | |||
{{I Parentname}} | {{I Parentname}} | ||
==Outputs== | ==Outputs== | ||
{{O Targetname}} | {{O Targetname}} | ||
[[Category:Lighting]] | [[Category:Lighting]] |
Revision as of 20:33, 7 June 2011

Projecting a colourful texture.

Env_projectedtextures allow for self-shadows, shadow-receivers, and properly oriented and proportioned shadows. Two of these entities are currently being used in this scene. After "grain" fix
Template:Base point ep2 It creates a dynamic shadow-mapping light that affects all objects in the world. It is used to create the flashlights in Source 2007, Source 2009 and Left 4 Dead engine games. In Alien Swarm and Portal 2, it is also used for world lighting in combination with static lights.



SpotlightTexture
input or use the code fix available on the Bug Fixes page. [todo tested in ?]
Portal 2 improvements

Example of the improved texture projection in Portal 2.
As expected, projected textures have been improved in Portal 2. Light no longer bleeds around objects and shadows appear to be more accurate and precise. In addition, more flashlight ConVars are available (try find r_flashlight in the console).

Bug fixes
See env_projectedtexture/fixes.
Keyvalues
- target ([todo internal name (i)]) <targetname>
- 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 Env_projectedtexture/fixes#Fixing targeting. [todo tested in ?]
- FOV ([todo internal name (i)]) <float>
- The field of view 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 ([todo internal name (i)]) <float>
- Near Z for projected texture. Default value is 4.0.
Objects closer than this will not receive the projection.
- FarZ ([todo internal name (i)]) <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 ([todo internal name (i)]) <boolean>
- Enables/disables shadows from this projected texture.
- Shadow Quality ([todo internal name (i)]) <choices>
- Quality of shadows. (Todo: what's the difference?)
- 0 : Low
- 1 : High
- Light Only Target ([todo internal name (i)]) <boolean>
- Limit flashlight effect to only effect target entity?
Note:The world will still be lit.
- Light World ([todo internal name (i)]) <boolean>
- Control whether flashlight effects static world geometry.
- Camera Space ([todo internal name (i)]) <integer>
- Display relative to player's view. Breaks things horribly unless the entity moves with the player.
- Brightness Scale ([todo internal name (i)]) <float> (in all games since
)
- Scale the light color by this brightness.
- Color Transition Time ([todo internal name (i)]) <float> (in all games since
)
- Amount of time it takes for a color change to occur.
- Texture Name ([todo internal name (i)]) <material> (in all games since
)
- Sets the current projected texture associated with this entity.
Bug:Does not work with stock SDK code. See Env_projectedtexture/fixes#Fix configurable texture value in Hammer. [todo tested in ?]
- Appearance ([todo internal name (i)]) <choices> (in all games since
)
- Various Custom Appearance (see below) presets.
- 0 : Normal
- 10 : Fluorescent flicker
- 2 : Slow, strong pulse
- 11 : Slow pulse, noblack
- 5 : Gentle pulse
- 1 : Flicker A
- 6 : Flicker B
- 3 : Candle A
- 7 : Candle B
- 8 : Candle C
- 4 : Fast strobe
- 9 : Slow strobe
- Custom Appearance ([todo internal name (i)]) <string> (in all games since
)
- 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.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
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.
Bug:Does not work with stock SDK code. See Env_projectedtexture/fixes#Fixing Parenting. [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.
Flags
- 1 : Enabled
- 2 : Always Update (moving light) Template:AS add
Inputs

TurnOn
, TurnOff
and SetFOV
are known to Hammer.
- TurnOn
- Turn on the texture.
- TurnOff
- Turn off the texture.
- SetFOV <float >
- Set FOV. See lightfov keyvalue above.
- SpotlightTexture <string >
- Set the spotlight texture. Must be a VTF file (not VMT), relative to
/materials
.
- Target <string >
- Specify a new target entity to point at.
- CameraSpace <boolean >
- See above keyvalues.
- Ambient <boolean >
- Allows for an ambiance light, much like the shadow color for it.
- 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
)
- Change the lightstyle. (see Appearance keyvalue above for possible values)
- SetPattern <string > (in all games since
)
- Set a custom pattern of light brightness for this light. (see Custom Appearance keyvalue above)
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <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 <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.