Env projectedtexture: Difference between revisions
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In code, it is represented by the
Note:In Garry's Mod, there can be up to 8 active
Bug:Parenting does not work with stock SDK code. See Env_projectedtexture/fixes#Fixing Parenting. [todo tested in ?]
Bug:The configurable texture value from Hammer is not accepted - will always default to the flashlight. You must use the
Note:The
Bug:The entity cannot target another entity. See env_projectedtexture/fixes#Fixing targeting. [todo tested in ?]
Confirm:This keyvalue does not work in Alien Swarm.
Note:In some FGDs, only
(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.) |
(updates) |
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Line 1: | Line 1: | ||
[[File:Projected texture.jpg|thumb|Projecting a | {{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]]. | |||
{{ | {{code class|CEnvProjectedTexture|env_projectedtexture.cpp}} | ||
== | ==Caveats== | ||
*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]]. | |||
{{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.}} | |||
{{ | |||
{{ | |||
{{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."}} | |||
{{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]].}} | ||
Line 27: | Line 29: | ||
{{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. | |||
{{ | {{confirm|This keyvalue 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| | {{KV|FarZ (farz)|float|Objects beyond this distance will not receive the light from the projection.}} | ||
{{KV|FarZ|float| | {{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 | {{KV|Light World (lightworld)|boolean|Control whether flashlight affects static world geometry. 0 {{=}} no, 1 {{=}} yes.}} | ||
{{KV|Light World|boolean|Control whether flashlight | {{KV|Light Color (lightcolor)|color255|RGB light color}} | ||
{{ | {{KV|Camera Space (cameraspace)|integer|Angles are interpreted as being relative to camera.}} | ||
{{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| | {{KV|Texture Frame (textureframe)|int|nofgd=1|If the texture is animated, this is the frame it should begin on.}} | ||
{{KV| | {{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. | {{KV|Simple Projection Size (projection_size)|since=AS|nofgd=1|float|}} | ||
{{KV| | {{KV|Simple Projection Rotation (projection_rotation)|since=AS|nofgd=1|float|}} | ||
{{KV| | {{KV|Brightness Scale (brightnessscale)|float|since=AS|Scale the light color by this brightness.}} | ||
{{KV | {{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 | {{KV|Appearance (style)|choices|since=P2|Various Custom Appearance presets.}} | ||
{{KV | |||
{{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.}} | |||
{{KV|Default Appearance (defaultstyle)|string|since=P2|}} | |||
{{KV BaseEntity|css=1}} | |||
==Inputs== | ==Inputs== | ||
{{note|In | {{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'''. | |||
{{ | :{{bug|Non-functional.}}}} | ||
{{IO|LightWorld|param=int|Sets '''Light World'''. 0 {{=}} no, 1 {{=}} yes.}} | |||
{{IO| | {{IO|AlwaysUpdateOn|since=AS|Turn on per frame updating (for moving lights).}} | ||
{{IO|AlwaysUpdateOff|since=AS|Turn off per frame updating (for moving lights).}} | |||
{{ | {{IO|LightColor|since=AS|param=color255|Change the '''Light Color'''.}} | ||
{{ | {{IO|SetLightStyle|param=integer|since=P2|Sets an '''Appearance'''. (see Appearance keyvalue above for possible values)}} | ||
{{IO|SetPattern|Sets '''Custom Appearance'''. (see Custom Appearance keyvalue above)|param=string|since=P2}} | |||
{{IO| | {{IO|SetNearZ|Sets '''NearZ'''.|param=float|since=P2}} | ||
{{IO|SetFarZ|Sets '''FarZ'''.|param=float|since=P2}} | |||
{{I BaseEntity}} | |||
{{IO|AlwaysUpdateOff|Turn off per frame updating (for moving lights) | |||
{{IO| | |||
{{IO| | |||
{{IO|SetPattern| | |||
{{IO|SetNearZ|Sets | |||
{{IO|SetFarZ|Sets | |||
{{I | |||
==Outputs== | ==Outputs== | ||
{{O | {{O BaseEntity|l4d=1}} | ||
[[Category:Lighting]] | [[Category:Lighting]] |
Revision as of 17:26, 29 September 2018

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.

CEnvProjectedTexture
class, defined in theenv_projectedtexture.cpp
file.
Caveats
- Valve's games only support one shadow map in the PVS at a time. Mods can remove this limit.

env_projectedtexture
s 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
andmat_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.

Source 2007/2009 bugs
These have all been fixed in more recent engine builds.

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 ?]
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."
Flags
- 1: Enabled
- 2: Always Update (moving light) Template:AS add
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.

- 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.
- 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
) !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
) !FGD
- Simple Projection Rotation (projection_rotation) ([todo internal name (i)]) <float> (in all games since
) !FGD
- Brightness Scale (brightnessscale) ([todo internal name (i)]) <float> (in all games since
)
- Scale the light color by this brightness.
- Color Transition Time (colortransitiontime) ([todo internal name (i)]) <float> (in all games since
)
- 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
)
- Various Custom Appearance presets.
- Custom Appearance (pattern) ([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.
Inputs

TurnOn
, TurnOff
and FOV
are present.- TurnOn
- Turns on the texture.
- TurnOff
- Turns off the texture.
- FOV <float >
- Sets FOV.
- EnableShadows <boolean >
- Set the if shadows are enabled. 0 = no, 1 = yes.
- SpotlightTexture <string >
- Sets the spotlight texture.
- Target <string >
- Specify a new Target entity to point at.
- CameraSpace <boolean >
- Sets Camera Space.
- LightOnlyTarget <boolean >
- Sets Light Only Target.
Bug:Non-functional. [todo tested in ?]
- LightWorld <integer >
- Sets Light World. 0 = no, 1 = yes.
- 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
)
- Sets an Appearance. (see Appearance keyvalue above for possible values)
- SetPattern <string > (in all games since
)
- Sets Custom Appearance. (see Custom Appearance keyvalue above)