Env projectedtexture: Difference between revisions

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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:Global_shadow_mapping.jpg|thumb|[[Portal 2]] uses projected textures extensively for world lighting.]]


{{base point ep2|env_projectedtexture}}
{{base point|env_projectedtexture|since=Episode Two}} It creates a dynamic [[Wikipedia:Shadow mapping|shadow mapped]] light that affects all objects in the world.


== Entity description ==
== Caveats ==
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 [[Lighting#Static light sources|static lights]].


{{note|Shadows are only rendered when the user is running with "High" shadow detail.}}
* Valve's games do not support more than one projected texture being active at the same time. [[env_projectedtexture/fixes|Mods can remove this limit.]]
* Shadows are only rendered when the user is running with "High" shadow detail.
* 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.
* [[Viewmodel]]s won't receive light or shadows from projected textures. See [[env_projectedtexture/fixes#Enabling shadow receiving on the view model|the code fix available]].


{{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.}}
=== Source 2007/2009 bugs ===


{{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]].}}
These have all been fixed in more recent engine builds.


{{bug|[[Model]]s will not receive their own shadows correctly unless using [[$bumpmap]]; even a flat bump map is suffice.}}
{{bug|The 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|[[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|The entity cannot target another entity. See [[env_projectedtexture/fixes#Fixing targeting]].}}
 
{{bug|[[Model]]s will not receive their own shadows correctly unless using [[$bumpmap]]. Even a flat bump map is sufficient.}}


{{bug|Causes issues if it overlaps a prop_portal from [[Portal]] 1. However, this has been fixed in [[Portal 2]].}}
{{bug|Causes issues if it overlaps a prop_portal from [[Portal]] 1. However, this has been fixed in [[Portal 2]].}}


== Portal 2 improvements ==
==Keyvalues==
[[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==
{{KV|Target|targetname|The entity will rotate to point at its target, no matter where it is in the world. Make sure you check the "Always update" flag if you set this.}}
See [[env_projectedtexture/fixes]].
 
==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&deg;.}}
{{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&deg;.}}
{{KV|NearZ|float|Near Z for projected texture. Default value is 4.0.<br/> Objects closer than this will not receive the projection.}}
{{KV|NearZ|float|Near Z for projected texture. Default value is 4.0.<br/> Objects closer than this will not receive the projection.}}
Line 39: Line 33:
:* 0 : Low
:* 0 : Low
:* 1 : High
:* 1 : High
{{KV|Light Only Target|boolean|Limit flashlight effect to only effect target entity? {{note|The world will still be lit.}}}}
{{KV|Light Only Target|boolean|Limit flashlight effect to only effect target entity. The world will still be lit.}}
{{KV|Light World|boolean|Control whether flashlight effects static world geometry.}}
{{KV|Light World|boolean|Control whether flashlight effects static world geometry.}}
{{KV|Light Color|color255|Light Color RGB-Intensity}}
{{KV|Light Color|color255|Light Color RGB-Intensity}}

Revision as of 16:55, 29 June 2011

Projecting a colourful texture.
Portal 2 uses projected textures extensively for world lighting.

Template:Base point It creates a dynamic shadow mapped light that affects all objects in the world.

Caveats

  • Valve's games do not support more than one projected texture being active at the same time. Mods can remove this limit.
  • Shadows are only rendered when the user is running with "High" shadow detail.
  • 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.
  • Viewmodels won't receive light or shadows from projected textures. See the code fix available.

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 use the code fix available on the Bug Fixes page.  [todo tested in ?]
Icon-Bug.pngBug:The entity cannot target another entity. See env_projectedtexture/fixes#Fixing targeting.  [todo tested in ?]
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 it overlaps a prop_portal from Portal 1. However, this has been fixed in Portal 2.  [todo tested in ?]

Keyvalues

Target ([todo internal name (i)]) <targetname>
The entity will rotate to point at its target, no matter where it is in the world. Make sure you check the "Always update" flag if you set this.
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. The world will still be lit.
Light World ([todo internal name (i)]) <boolean>
Control whether flashlight effects static world geometry.
Light Color ([todo internal name (i)]) <color255>
Light Color RGB-Intensity
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 Alien Swarm)
Scale the light color by this brightness.
Color Transition Time ([todo internal name (i)]) <float> (in all games since Alien Swarm)
Amount of time it takes for a color change to occur.
Texture Name ([todo internal name (i)]) <material> (in all games since Alien Swarm)
Sets the current projected texture associated with this entity.
Icon-Bug.pngBug: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 Portal 2)
Various Custom Appearance (see below) presets.
Value Description
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 Portal 2)
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 or target).
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.
Icon-Bug.pngBug: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

Inputs

Note.pngNote:In Source 2007/2009, only TurnOn, TurnOff and SetFOV are known to Hammer.


TurnOn
Turn on the texture.
TurnOff
Turn off the texture.
SetFOV <floatRedirectInput/float>
Set FOV. See lightfov keyvalue above.
SpotlightTexture <stringRedirectInput/string>
Set the spotlight texture. Must be a VTF file (not VMT), relative to /materials.
Target <stringRedirectInput/string>
Specify a new target entity to point at.
CameraSpace <booleanRedirectInput/boolean>
See above keyvalues.
LightOnlyTarget <booleanRedirectInput/boolean>
See above keyvalues.
Icon-Bug.pngBug:Non-functional.  [todo tested in ?]
LightWorld <booleanRedirectInput/boolean>
See above keyvalues.
Icon-Bug.pngBug:Cannot be re-enabled.  [todo tested in ?]
Ambient <booleanRedirectInput/boolean>
Allows for an ambiance light, much like the shadow color for it.
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)
EnableShadows <booleanRedirectInput/boolean> (in all games since Alien Swarm)
Set the if shadows are enabled
LightColor <color255RedirectInput/color32> (in all games since Alien Swarm)
Change the light color/brightness
SetLightStyle <integerRedirectInput/integer> (in all games since Portal 2)
Change the lightstyle. (see Appearance keyvalue above for possible values)
SetPattern <stringRedirectInput/string> (in all games since Portal 2)
Set a custom pattern of light brightness for this light. (see Custom Appearance keyvalue above)
SetNearZ <floatRedirectInput/float> (in all games since Portal 2)
Sets the near Z distance.
SetFarZ <floatRedirectInput/float> (in all games since Portal 2)
Sets the far Z distance.


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.

Outputs