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==Flags== | ==Flags== | ||
*1: Enabled | *1: Enabled -启用 | ||
*2: Always Update (moving light) {{AS add}} | *2: Always Update (moving light) {{AS add}} | ||
Revision as of 05:59, 16 October 2019

GMOD中一个投射一个多彩的材质的效果。

Portal 2 将其广泛运用于世界照明。
env_projectedtexture
是一个存在于所有的 起源 游戏自从 Template:Name=Half-Life 2: Episode One 以来的点实体。 它投射一个材质作为一个动态光源,可以影响这个世界上所有的对象。可选参见Shadow Mapping.
待完善: This template is currently using deprecated suf or {{Lang}}-based translations. Please use the main {{Code class}} instead, which uses {{Autolang}}.
在源代码中,它由 class
CEnvProjectedTexture
代表,定义于 env_projectedtexture.cpp
。
注意事项
- Valve's games only support one shadow map in the PVS at a time.
修复:It is possible to modify/remove this limit by following these instructions.
- Textures used for projected textures require the flags Clamp S, Clamp T and Clamp All to avoid glitchy tiling. Also note, that VTFs are used directly and no VMT is needed.

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,
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. You can follow these instructions to fix this bug.

代码修复:This bug is fixable by following these instructions: Env_projectedtexture/fixes#Fixing Parenting.
Source 2007/2009 bugs
These have all been fixed in more recent engine builds.
代码修复:You can fix this issue by following these instructions: Env_projectedtexture/fixes#Fix_configurable_texture_value_in_Hammer.

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."
代码修复:This bug is fixable by following these instructions: env_projectedtexture/fixes#Fixing targeting.
Flags
- 1: Enabled -启用
- 2: Always Update (moving light) Template:AS add
Keyvalues
- Target (target) ([todo internal name (i)]) <目标名 >
- 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)]) <浮点型 >
- The field of view cone/pyramid at which the texture is projected.

- NearZ (nearz) ([todo internal name (i)]) <浮点型 >
- Objects closer than this will not receive the light from the projection.
- FarZ (farz) ([todo internal name (i)]) <浮点型 >
- Objects beyond this distance will not receive the light from the projection.
- Enable Shadows (enableshadows) ([todo internal name (i)]) <布尔值 >
- 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)]) <布尔值 >
- Limit flashlight effect to only affect target entity.
- Light World (lightworld) ([todo internal name (i)]) <布尔值 >
- Control whether flashlight affects static world geometry. 0 = no, 1 = yes.
- Camera Space (cameraspace) ([todo internal name (i)]) <整数 >
- Angles are interpreted as being relative to camera.
- Texture Name (texturename) ([todo internal name (i)]) <字符串 > 不存在于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)]) <整数 > 不存在于FGD!
- If the texture is animated, this is the frame it should begin on.
- Simple Projection (simpleprojection) ([todo internal name (i)]) <布尔值 > (存在于自
以来) 不存在于FGD!
- Indicates if this is a simple, non-light casting texture projection.
- Simple Projection Rotation (projection_rotation) ([todo internal name (i)]) <浮点型 > (存在于自
以来) 不存在于FGD!
- Brightness Scale (brightnessscale) ([todo internal name (i)]) <浮点型 > (存在于自
以来)
- Scale the light color by this brightness.
- Color Transition Time (colortransitiontime) ([todo internal name (i)]) <浮点型 > (存在于自
以来)
- Amount of time it takes for a color change to occur. Higher numbers cause faster transitions.
- Appearance (style) ([todo internal name (i)]) <choices> (存在于自
以来)
- Various Custom Appearance presets.
注意:Requires AlwaysUpdateOn to work.
- Custom Appearance (pattern) ([todo internal name (i)]) <字符串 > (存在于自
以来)
- 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 <浮点型 >
- Sets FOV.
- EnableShadows <布尔值 >
- Set the if shadows are enabled. 0 = no, 1 = yes.
- SpotlightTexture <字符串 >
- Sets the spotlight texture.
- Target <字符串 >
- Specify a new Target entity to point at.
- CameraSpace <布尔值 >
- Sets Camera Space.
- LightOnlyTarget <布尔值 >
- Sets Light Only Target.
错误:Non-functional. [todo tested in ?]
- LightWorld <整数 >
- Sets Light World. 0 = no, 1 = yes.
- LightColor <color255 > (存在于自
以来)
- Change the Light Color.
- SetLightStyle <整数 > (存在于自
以来)
- Sets an Appearance. (see Appearance keyvalue above for possible values)
- SetPattern <字符串 > (存在于自
以来)
- Sets Custom Appearance. (see Custom Appearance keyvalue above)
- SetNearZ <浮点型 > (存在于自
以来)
- Sets NearZ.
- SetFarZ <浮点型 > (存在于自
以来)
- Sets FarZ.