Env projectedtexture: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Added infra kvs)
Line 25: Line 25:
{{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|$detail}} textures.}}
{{bug|In Portal 2, some Nvidia graphics cards render white specks or squares on certain textures. To fix this, remove the bumpmap ({{ent|$bumpmap}} or {{ent|$ssbump}}) or {{ent|$detail}} textures.}}
: [https://www.youtube.com/watch?v=PJ1mnJHln5Q Video of said bug.]
: [https://www.youtube.com/watch?v=PJ1mnJHln5Q Video of said bug.]
{{bug|In Portal 2, while running in DirectX 9 mode, some graphics cards will not render shadows from <code>env_projectedtexture</code> regardless of the shadow detail setting. To fix this, run the game in Vulkan mode with the launch parameter <code>-vulkan</code>.}}
{{bug|In Portal 2, while running in DirectX 9 mode, some graphics cards will not render shadows from <code>env_projectedtexture</code> regardless of the shadow detail setting, and as a result will render the texture through brushes instead of properly stopping them. To fix this, run the game in Vulkan mode with the launch parameter <code>-vulkan</code>.}}
{{bug|Parenting does not work with stock SDK code.}}
{{bug|Parenting does not work with stock SDK code.}}
: {{fix|This bug is fixable by following these instructions: [[Env_projectedtexture/fixes#Fixing Parenting]].|code}}
: {{fix|This bug is fixable by following these instructions: [[Env_projectedtexture/fixes#Fixing Parenting]].|code}}

Revision as of 08:46, 14 November 2022

English (en)中文 (zh)Translate (Translate)
Env_projectedtexture has different appearances
Projecting a colorful texture in Garry's Mod.
Portal 2 uses projected textures extensively for world lighting.
Showcase of Portal 2: Community Edition volumetrics in a Portal 2 map.

Template:Base point It projects a texture as a dynamic light that affects all objects in the world, optionally with Shadow Mapping. env_Projectedtexture does not light the world similarly that other light entities which are ray-traced when you compile the map. This light however is real-time and works without RAD.

Warning.pngWarning:This is the most expensive light entity in the engine. Use sparingly.
C++ In code, it is represented by theCEnvProjectedTextureclass, defined in theenv_projectedtexture.cppfile.

Caveats and Fixes

  • Valve's games only support one shadow map in the PVS at a time.
Warning.pngWarning:Only one projected texture can ever be active in the map, regardless of shadow settings
Note.pngFix: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.
Note.pngNote:In Garry's Mod, there can be up to 9 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.
Note.pngNote:Portal 2: Community Edition increases this limit to 8.
Note.pngNote:In Mapbase, you could use up to 4 projected textures at any time. This number can be increased by -numshadowtextures # in the Steam launch parameters of mod, or via block CommandLine of parameters in gameinfo.txt.
  • 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.
  • Note.pngNote:In Counter-Strike: Global Offensive, shadows from env_projectedtexture work on "Low" video settings.
  • 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, with the exception of Garry's Mod and Portal 2. You can follow these instructions to fix this bug.
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 ?]
Video of said bug.
Icon-Bug.pngBug:In Portal 2, while running in DirectX 9 mode, some graphics cards will not render shadows from env_projectedtexture regardless of the shadow detail setting, and as a result will render the texture through brushes instead of properly stopping them. To fix this, run the game in Vulkan mode with the launch parameter -vulkan.  [todo tested in ?]
Icon-Bug.pngBug:Parenting does not work with stock SDK code.  [todo tested in ?]
Cpp.pngCode Fix:This bug is fixable by following these instructions: Env_projectedtexture/fixes#Fixing Parenting.
Icon-Bug.pngBug:Counter-Strike: Global Offensive No smooth transition between this light and env_cascade_light.  [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 you can also override the actual contents of the default VTF with a new one.  [todo tested in ?]
Cpp.pngCode Fix:You can fix this issue by following these instructions: Env_projectedtexture/fixes#Fix_configurable_texture_value_in_Hammer.
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.  [todo tested in ?]
Cpp.pngCode Fix:This bug is fixable by following these instructions: env_projectedtexture/fixes#Fixing targeting.
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) <targetname>
The entity will rotate to point at this target. Make sure you check the Always update flag if you set this.
FOV (lightfov) <float>
The field of view cone/pyramid at which the texture is projected.
Confirm:This keyvalue does not work in Alien Swarm.
NearZ (nearz) <float>
Objects closer than this will not receive the light from the projection.
FarZ (farz) <float>
Objects beyond this distance will not receive the light from the projection.
Enable Shadows (enableshadows) <boolean>
Enables/disables shadows from this projected texture. 0 = no, 1 = yes.
Shadow Quality (shadowquality) <choices>
Quality of shadows.
  • 0: Low (sharp, pixelized shadows)
  • 1: High (smooth edged shadows)
Light Only Target (lightonlytarget) <boolean>
Limit flashlight effect to only affect target entity.
Light World (lightworld) <boolean>
Control whether flashlight affects static world geometry. 0 = no, 1 = yes.
Light Color (lightcolor) <color255 + int>
Light color and intensity.
Camera Space (cameraspace) <integer>
Angles are interpreted as being relative to camera.
Texture Name (texturename) <string> !FGD
The texture which this entity projects. Must be a VTF file (not VMT), relative to /materials.
Texture Frame (textureframe) <integer> !FGD
If the texture is animated, this is the frame it should begin on.
Simple Projection (simpleprojection) <boolean> (in all games since Alien Swarm) !FGD
Indicates if this is a simple, non-light casting texture projection.
Simple Projection Size (projection_size) <float> (in all games since Alien Swarm) !FGD
Size of the simple projection.
Simple Projection Rotation (projection_rotation) <float> (in all games since Alien Swarm) !FGD
Brightness Scale (brightnessscale) <float> (in all games since Alien Swarm) (also in Mapbase)
Scale the light color by this brightness.
Color Transition Time (colortransitiontime) <float> (in all games since Alien Swarm) (also in Mapbase)
Amount of time it takes for a color change to occur. Higher numbers cause faster transitions.
Appearance (style) <choices> (in all games since Portal 2) (also in Garry's Mod)
Various Custom Appearance presets.
Note.pngNote:Requires input AlwaysUpdateOn to work.

Template:Light appearances

Custom Appearance (pattern) <string> (in all games since Portal 2) (also in Garry's Mod)
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) <string> (in all games since Portal 2)
Light View Models (lightviewmodels) <boolean> (only in INFRA)
Control whether flashlight effects view models.
Light Not PVS Culled (lightnotpvsculled) <boolean> (only in INFRA)
Disable PVS culling optimization for this light (you shouldn't do this unless it's explicitly causing problems).
Enable Volumetrics (volumetric) <boolean> (only in Portal 2: Community Edition)
Whether or not to use volumetrics for this projected texture.
Volumetric Intensity (volumetricintensity) <float> (only in Portal 2: Community Edition)
Defines the intensity of the volumetrics. (Default is 1. Can go above; no strict limit)


Inputs

Note.pngNote:In some FGDs, only TurnOn, TurnOff and FOV are present.
TurnOn
Turns on the texture.
Confirm:In gmod projected lights always start on even when "enabled" is not checked.
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.
Note.pngNote:Disabled in Portal 2 onwards. Fixed in Portal 2: Community Edition
Target <stringRedirectInput/string>
Specify a new Target entity to point at.
CameraSpace <booleanRedirectInput/boolean>
Sets Camera Space.
LightOnlyTarget <booleanRedirectInput/boolean>
Sets Light Only Target.
LightWorld <integerRedirectInput/integer>
Sets Light World. 0 = no, 1 = yes.
AlwaysUpdateOn  (in all games since Alien Swarm) (also in Mapbase)
Turn on per frame updating (for moving lights).
AlwaysUpdateOff  (in all games since Alien Swarm) (also in Mapbase)
Turn off per frame updating (for moving lights).
LightColor <color255RedirectInput/color32> (in all games since Alien Swarm) (also in Mapbase)
Change the Light Color.
SetBrightness <floatRedirectInput/float> (only in Mapbase)
Sets the brightness.
SetLightStyle <integerRedirectInput/integer> (in all games since Portal 2) (also in Garry's Mod)
Sets an Appearance. (see Appearance keyvalue above for possible values)
SetPattern <stringRedirectInput/string> (in all games since Portal 2) (also in Garry's Mod)
Sets Custom Appearance. (see Custom Appearance keyvalue above)
SetNearZ <floatRedirectInput/float> (in all games since Portal 2) (also in Garry's Mod)
Sets NearZ.
SetFarZ <floatRedirectInput/float> (in all games since Portal 2) (also in Garry's Mod)
Sets FarZ.
Ambient  (only in INFRA)
Set ambient.
Confirm:Doesn't seem to do anything
EnableVolumetrics <booleanRedirectInput/boolean> (only in Portal 2: Community Edition)
Enables or disables volumetrics.
SetVolumetricIntensity <floatRedirectInput/float> (only in Portal 2: Community Edition)
Sets the intensity of the volumetrics. (Default is 1. Can go above; no strict limit)
SetBrightnessScale <floatRedirectInput/float> (only in Portal 2: Community Edition)
Sets the brightness.


Outputs