Env projectedtexture: Difference between revisions

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(Added a mention about Garry's Mod ability to have up to 8 shadow maps active, and also added a mention about the -numshadowtextures command parameter, and few minor things.)
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[[File:Projected texture.jpg|thumb|Projecting a colourful [[texture]] in [[Garry's Mod]]]]
{{lang|Env projectedtexture}}
[[File:Projected texture.jpg|thumb|Projecting a colorful [[texture]] in [[Garry's Mod]].]]
[[File:Global_shadow_mapping.jpg|thumb|[[Portal 2]] uses projected textures extensively for world lighting.]]
[[File:Global_shadow_mapping.jpg|thumb|[[Portal 2]] uses projected textures extensively for world lighting.]]
{{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]].


{{base point|env_projectedtexture|since=Half-Life 2: Episode Two}}
{{code class|CEnvProjectedTexture|env_projectedtexture.cpp}}


== Entity description ==
==Caveats==
It projects a [[texture]] as a dynamic light that affects all objects in the world, optionally with [[Wikipedia:Shadow mapping|Shadow Mapping]].
*Valve's games only support one shadow map in the [[PVS]] at a time. [[env_projectedtexture/fixes|Mods can remove this limit.]]
{{note|In [[Garry's Mod]], there can be up to 8 active <code>env_projectedtexture</code>s turned on with shadow mapping at a time. You can also increase this limit by putting <code>-numshadowtextures #</code> in the Steam launch parameters of Garry's Mod, where # is the number of shadow maps the game should allow.}}
*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.
*In multiplayer, <code>mp_flashlight</code> and <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. See [[env_projectedtexture/fixes#Enabling shadow receiving on the view model|the code fix available]].


== Caveats ==
{{bug|In Portal 2, some Nvidia graphics cards render white specks or squares on certain textures. To fix this, remove the bumpmap ({{ent|$bumpmap}} or {{ent|$ssbump}}) or {{ent|$detail}} textures.}}
* Valve's games only support one shadow map at a time. [[env_projectedtexture/fixes|Mods can remove this limit.]]
{{Note|In [[Garry's Mod]], there can be up to 8 active env_projectedtextures turned on with shadow mapping at a time. You can also increase this limit by putting <BR><code>-numshadowtextures #</code> in the Steam launch parameters of Garry's Mod, where # is the number of shadow maps the game should allow.}}
* Shadows are only rendered when the user is running with "High" shadow detail.
{{Tip|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.}}
* In multiplayer, ''mp_flashlight'' and ''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.
* [[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]].


=== Source 2007/2009 bugs ===
{{bug|Parenting does not work with stock SDK code. See [[Env_projectedtexture/fixes#Fixing Parenting]].}}


These have all been fixed in more recent engine builds.
===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?-->


{{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|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]]. You can also override the actual contents of the default VTF with a new one.}}
{{Note|The <code>SpotlightTexture</code> 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."}}
 
{{note|The <code>SpotlightTexture</code> 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."}}


{{bug|The entity cannot target another entity. See [[env_projectedtexture/fixes#Fixing targeting]].}}
{{bug|The entity cannot target another entity. See [[env_projectedtexture/fixes#Fixing targeting]].}}
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{{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.}}
==Flags==
*1: Enabled
*2: Always Update (moving light) {{AS add}}


==Keyvalues==
==Keyvalues==
{{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|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.}}
{{confirm|This keyvalue does not work in Alien Swarm.}}}}
{{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;.}}{{bug|This Input does not work in Alien Swarm.}}
{{KV|NearZ (nearz)|float|Objects closer than this will not receive the light from 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.}}
{{KV|FarZ (farz)|float|Objects beyond this distance will not receive the light from 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 (enableshadows)|boolean|Enables/disables shadows from this projected texture. 0 {{=}} no, 1 {{=}} yes.}}
{{KV|Enable Shadows|boolean|Enables/disables shadows from this projected texture.}}
{{KV|Shadow Quality (shadowquality)|Choices|Quality of shadows.
{{KV|Shadow Quality|Choices|Quality of shadows.}}
:*0: Low (sharp, pixelized shadows)
:* 0 : Low (sharp, pixelized shadows)
:*1: High (smooth edged shadows)}}
:* 1 : High (smooth edged shadows)
{{KV|Light Only Target (lightonlytarget)|boolean|Limit flashlight effect to only affect target entity.}}
{{KV|Light Only Target|boolean|Limit flashlight effect to only effect target entity. The world will still be lit.}}
{{KV|Light World (lightworld)|boolean|Control whether flashlight affects static world geometry. 0 {{=}} no, 1 {{=}} yes.}}
{{KV|Light World|boolean|Control whether flashlight effects static world geometry.}}
{{KV|Light Color (lightcolor)|color255|RGB light color}}
{{KV|Light Color|color255|Light Color RGB-Intensity}}
{{KV|Camera Space (cameraspace)|integer|Angles are interpreted as being relative to camera.}}
{{KV|Camera Space|integer|Display relative to player's view. Breaks things horribly unless the entity moves with the player.}}
{{KV|Texture Name (texturename)|string|nofgd=1|The [[texture]] or [[material]] which this entity projects. Must be a [[VTF]] file (not VMT), relative to <code>/materials</code>.}}
{{KV|Brightness Scale|float|Scale the light color by this brightness.|since=AS}}
{{KV|Texture Frame (textureframe)|int|nofgd=1|If the texture is animated, this is the frame it should begin on.}}
{{KV|Color Transition Time|float|Amount of time it takes for a color change to occur. Higher numbers cause faster transitions.|since=AS}}
{{KV|Simple Projection (simpleprojection)|since=AS|nofgd=1|boolean|Indicates if this is a simple, non-light casting texture projection.}}
{{KV|Texture Name|string|The [[texture]] or [[material]] which this entity projects.|since=AS}}
{{KV|Simple Projection Size (projection_size)|since=AS|nofgd=1|float|}}
{{KV|Appearance|Choices|Various Custom Appearance ([[#Appearances|see below]]) presets.|since=P2}}
{{KV|Simple Projection Rotation (projection_rotation)|since=AS|nofgd=1|float|}}
{{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|Brightness Scale (brightnessscale)|float|since=AS|Scale the light color by this brightness.}}
{{KV Targetname}}
{{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 Parentname}}
{{KV|Appearance (style)|choices|since=P2|Various Custom Appearance presets.}}
: {{bug|Does not work with stock SDK code. See [[Env_projectedtexture/fixes#Fixing Parenting]].}}
{{KV Angles}}
 
=== Appearances ===
{{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.}}
==Flags==
{{KV|Default Appearance (defaultstyle)|string|since=P2|}}
* 1 : Enabled
{{KV BaseEntity|css=1}}
* 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.}}
{{note|In some [[FGD]]s, only <code>TurnOn</code>, <code>TurnOff</code> and <code>FOV</code> are present.}}
{{IO|TurnOn|Turns on the texture.}}
{{IO|TurnOff|Turns off the texture.}}
{{IO|FOV|param=float|Sets '''FOV'''.}}
{{IO|EnableShadows|param=bool|Set the if shadows are enabled. 0 {{=}} no, 1 {{=}} yes.}}
{{IO|SpotlightTexture|param=string|Sets the spotlight texture.}}
{{IO|Target|param=string|Specify a new '''Target''' entity to point at.}}
{{IO|CameraSpace|param=boolean|Sets '''Camera Space'''.}}
{{IO|LightOnlyTarget|param=boolean|Sets '''Light Only Target'''.


{{IO|TurnOn|Turn on the texture. If two env_projectedtextures with the same name are turned on, both will theoretically be on. However, source limits the number of env_projectedtexture's rendered at a time to one. So, if the player is viewing the first light and then views the second, the first will turn off and the second will remain on.}}
:{{bug|Non-functional.}}}}
{{IO|TurnOff|Turn off the texture.}}
{{IO|LightWorld|param=int|Sets '''Light World'''. 0 {{=}} no, 1 {{=}} yes.}}
{{IO|SetFOV|Set FOV. See lightfov keyvalue above.|param=float}}
{{IO|AlwaysUpdateOn|since=AS|Turn on per frame updating (for moving lights).}}
{{IO|SpotlightTexture|Set the spotlight texture. Must be a [[Valve Texture Format|VTF]] file (not VMT), relative to <code>/materials</code>.|param=string}}
{{IO|AlwaysUpdateOff|since=AS|Turn off per frame updating (for moving lights).}}
{{IO|Target|Specify a new target entity to point at.|param=string}}
{{IO|LightColor|since=AS|param=color255|Change the '''Light Color'''.}}
{{IO|CameraSpace|See above keyvalues.|param=boolean}}
{{IO|SetLightStyle|param=integer|since=P2|Sets an '''Appearance'''. (see Appearance keyvalue above for possible values)}}
{{IO|LightOnlyTarget|See above keyvalues. {{bug|Non-functional.}}|param=boolean}}
{{IO|SetPattern|Sets '''Custom Appearance'''. (see Custom Appearance keyvalue above)|param=string|since=P2}}
{{IO|LightWorld|See above keyvalues. {{bug|Cannot be re-enabled.}}|param=boolean}}
{{IO|SetNearZ|Sets '''NearZ'''.|param=float|since=P2}}
{{IO|Ambient|Allows for an ambiance light, much like the shadow color for it.|param=boolean}}
{{IO|SetFarZ|Sets '''FarZ'''.|param=float|since=P2}}
{{IO|AlwaysUpdateOn|Turn on per frame updating (for moving lights)|since=AS}}
{{I BaseEntity}}
{{IO|AlwaysUpdateOff|Turn off per frame updating (for moving lights)|since=AS}}
{{IO|EnableShadows|Set the if shadows are enabled|param=bool}}
{{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}}


==Outputs==
==Outputs==
{{O Targetname}}
{{O BaseEntity|l4d=1}}


[[Category:Lighting]]
[[Category:Lighting]]

Revision as of 17:26, 29 September 2018

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Projecting a colorful texture in Garry's Mod.
Portal 2 uses projected textures extensively for world lighting.

Template:Base point It projects a texture as a dynamic light that affects all objects in the world, optionally with Shadow Mapping.

C++ In code, it is represented by theCEnvProjectedTextureclass, defined in theenv_projectedtexture.cppfile.

Caveats

Note.pngNote:In Garry's Mod, there can be up to 8 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.
  • 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.
  • In multiplayer, mp_flashlight and 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. See the code fix available.
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 ?]
Icon-Bug.pngBug:Parenting does not work with stock SDK code. See Env_projectedtexture/fixes#Fixing Parenting.  [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 use the code fix available on the Bug Fixes page. You can also override the actual contents of the default VTF with a new one.  [todo tested in ?]
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. 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 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>
RGB light color
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 or material 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)
Various Custom Appearance presets.

Template:Light appearances

Custom Appearance (pattern) ([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.
Default Appearance (defaultstyle) ([todo internal name (i)]) <string> (in all games since Portal 2)


Inputs

Note.pngNote:In some FGDs, only TurnOn, TurnOff and FOV are present.
TurnOn
Turns on the texture.
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.
Target <stringRedirectInput/string>
Specify a new Target entity to point at.
CameraSpace <booleanRedirectInput/boolean>
Sets Camera Space.
LightOnlyTarget <booleanRedirectInput/boolean>
Sets Light Only Target.
Icon-Bug.pngBug:Non-functional.  [todo tested in ?]
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)
Sets an Appearance. (see Appearance keyvalue above for possible values)
SetPattern <stringRedirectInput/string> (in all games since Portal 2)
Sets Custom Appearance. (see Custom Appearance keyvalue above)
SetNearZ <floatRedirectInput/float> (in all games since Portal 2)
Sets NearZ.
SetFarZ <floatRedirectInput/float> (in all games since Portal 2)
Sets FarZ.


Outputs