Env projectedtexture: Difference between revisions

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| 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
| 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
| All {{source|3.1}} games.
| All {{source|3.1}} games ''except'' {{portal2}} and {{csgo}}.
| Add <code>-force_vendor_id 0x10DE -force_device_id 0x1180</code> to the game's launch options
| Add <code>-force_vendor_id 0x10DE -force_device_id 0x1180</code> to the game's launch options
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|  
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| [https://www.youtube.com/watch?v=PJ1mnJHln5Q Video of said bug.]
| [https://www.youtube.com/watch?v=PJ1mnJHln5Q Video of said bug.]
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| 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
| 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 and props instead of properly stopping them
| {{portal2|3.1}}
| {{portal2|3.1}}
| Run the game in Vulkan mode with the launch parameter <code>-vulkan</code>
| Run the game in Vulkan mode with the launch parameter <code>-vulkan</code>

Revision as of 13:15, 29 April 2023

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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:Entity 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.

Template:ModernWarning

Note.pngNote:Newer hardware can handle it better.
C++ In code, it is represented by theCEnvProjectedTextureclass, defined in theenv_projectedtexture.cppfile.

Caveats and Fixes

Issue Affected games Fix Notes
Valve's games only support one shadow map in the PVS at a time. Official Source games/stock Template:Game name code It is possible to modify/remove this limit by following these instructions. The following games have exceptions to this:
  • Garry's Mod: 9 (Can be increased with -numshadowtextures #)
  • Strata Source: Infinite
  • Mapbase: 4 (Can be increased with -numshadowtextures #)
  • INFRA: 8
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. All Source games N/A N/A
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 All Source games except Portal 2 and Counter-Strike: Global Offensive. Add -force_vendor_id 0x10DE -force_device_id 0x1180 to the game's launch options
  • Black Mesa has multiple quality levels for dynamic shadow rendering
  • Counter-Strike: Global Offensive dynamic shadows from Projected Textures work on "Low" settings
In multiplayer, mat_supportflashlight must be set to 1 for flashlights to work All multiplayer Source games N/A 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 All Source games except Garry's Mod and Portal 2 env_projectedtexture/fixes#Enabling shadow receiving on the view model
Confirm:Does Black Mesa also fix this issue? It uses dynamic shadows a lot.
Some Nvidia graphics cards (especially with latest drivers) render white specks, squares or noises on certain textures Portal 2 Remove the bumpmap ($bumpmap or $ssbump) or $detail textures) Video of said bug.
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 and props instead of properly stopping them Portal 2 Run the game in Vulkan mode with the launch parameter -vulkan Also affects all DX9 based mods, fixed in Portal 2: Community Edition and Portal: Revolution
Parenting does not work with stock SDK code Template:Game name Env_projectedtexture/fixes#Fixing Parenting N/A
No smooth transition between this light and env_cascade_light CS:GO N/A N/A
SpotlightTexture is disabled in some branches Portal 2 engine branch and CS:GO branch N/A Fixed in Strata Source engine branch
Source 2007/2009 Bugs
Template:ModernNote
The configurable texture value from Hammer is not accepted - will always default to the flashlight Source 2007, Source 2009, Source Multiplayer Use the SpotlightTexture input or override the actual contents of the default VTF with a new one.

Env_projectedtexture/fixes#Fix_configurable_texture_value_in_Hammer

N/A
This entity cannot target another entity Source 2007, Source 2009, Source Multiplayer [confirm] env_projectedtexture/fixes#Fixing targeting N/A
Models will not receive their own shadows correctly Source 2007, Source 2009, Source Multiplayer [confirm] Create a bumpmap for the texture; Even a flat bumpmap is sufficient N/A
This entity will cause issues if the entity overlaps a portal in Portal Portal N/A
Confirm:Is this fixed in latest version of Portal?

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)
Shadow Filter (shadowfilter) <integer> (only in Mapbase)
Changes the Shadow Filter parameter of the light, which is responsible for smoothing the light. Works only when enabled Always update flag.
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