Talk:Env projectedtexture/fixes: Difference between revisions

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== Fading issue ==
== Fading issue ==


This tutorial page fixes all the issues except how to remove fading of the projected textures. On my map in game, the farther i go away from the projected texture light, the dimmer the light becomes until it is completely gone. Does anybody know how to disable this?
This tutorial page fixes all the issues except how to remove fading of the projected textures. On my map in game, the farther i go away from the projected texture light, the dimmer the light becomes until it is completely gone. Does anybody know how to disable this? [Unsigned]





Revision as of 10:56, 25 January 2013

crash

after adding most of those fixes the game crashes after adding a env_projectedtexture. what could be the problem?--Pfannkuchen 21:24, 28 January 2010 (UTC)

crash as well

I am also getting a crash only on maps with an env_projectedtexture after making the changes to: targeting, parenting, and number of textures in the game at one time. when are the going to fix this?--uromastix87 13:16, 2 April 2010

Where?

Where can I find all these files to edit? I can't figure out where Clientshadowmgr.cpp is.--Markboydude 05:51, 8 January 2011 (UTC)

In source code from Source SDK. Here is a little tutorial how to get and compile source code http://developer.valvesoftware.com/wiki/My_First_Mod --Kave 10:25, 8 January 2011 (UTC)
Well what if I wanted to fix it for a game that already exists e.g. Counter-Strike: Source? --Markboydude 18:52, 12 July 2011 (PDT)
That's not possible. --Artfunkel 07:42, 13 July 2011 (PDT)

Crash

After adding code from Fixing targeting.

Crash happens on maps only with Env_projectedtexture.

Other stuff is work.

Flashlight works fine if I run through VS, but not through steam

When I run the game through VS I can turn on my flashlight it runs fine, both in debug and release builds, whether I'm debugging or not. But if I launch the game through steam, the game crashes as soon as I turn on my light. My game appears to be running the newest versions of the DLLs, I'm not getting the copy glitch. I'm not sure what to do. --Stoopdapoop 04:02, 26 July 2011 (PDT)

What happens if you run through Steam, then attach the VS debugger to the process? --Artfunkel 04:16, 26 July 2011 (PDT)
It still crashes when I turn on the flashlight when VS is attached to the process. then it says there's no code available when I break. hmm. Is there an easy/surefire way to make sure that the they're using the same DLL's? my output window has these lines (among many others) when I run it through VS.
'hl2.exe': Loaded 'C:\Program Files (x86)\Steam\steamapps\sourcemods\tfdmod\bin\Client.dll', Symbols loaded.
'hl2.exe': Loaded 'C:\Program Files (x86)\Steam\steamapps\sourcemods\tfdmod\bin\server.dll', Symbols loaded.

This leaves me under the impression that it's using the same dll's as the one steam uses. --Stoopdapoop 04:59, 26 July 2011 (PDT)

Fix for "Fixing targeting"

"Fixing targeting" is fixed, let's test it. --VXP 19:19, 28 March 2012 (PDT)

Working

Just did this from start to finish and there are no crashes, appears to be in order. 9/27/12

Particle Effect effected

Following the tutorial closely, i found an eror in my code that effected m_ParticleEffect in particles_simple.h stating the following: Error: object of abstract class type "CParticleEffectBinding" is not allowed:. I did not edit this file so not sure what's going on.

Fixed by replacing the following files with fresh files from a newly created mod.
c_baseentity.h
iclientrenderable.h

Fading issue

This tutorial page fixes all the issues except how to remove fading of the projected textures. On my map in game, the farther i go away from the projected texture light, the dimmer the light becomes until it is completely gone. Does anybody know how to disable this? [Unsigned]


Note that: The fading only applies to brushes/world geometry. Models will stay lit no matter the distance. I also believe this only happens in the Source2007 branch.
As for a solution, here is something from AlanEdwardes on ModDB:
I *was* using a shader hack yeah, but that also made it so the player's flashlight projected super far too. So I did a bit of hacking in the C++ and found that if you set the m_fLinearAtten value to something high, it basically negates the view based attenuation (if you have a pretty high farz value): http://alan.edward.es/s/1114125335/

I think there's a ConVar for it too, however as I mentioned above it breaks Valve's eye shaders, so I modified the FGD to add a "near eyes" flag that makes that value normal when set.

The shader method I found somewhere on a project on Google Code ages ago while searching parts of the shader's code. The author just commented out some lines in the pixel shader with a nice friendly message: http://code.google.com/p/jacobsmod/source/browse/trunk/materialsystem/stdshaders/flashlight_ps2x.fxc?spec=svn51&r=51#181

This isn't the best fix, but it's something. --Gary 09:55, 25 January 2013 (PST)