Env projectedtexture: Difference between revisions
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* {{kv targetname}} | * {{kv targetname}} | ||
;target | |||
: <target_destination> | : <target_destination> The entity will rotate to point at its target, no matter where it is in the world. See also <code>lightonlytarget</code>. | ||
:{{bug|Can get glitchy.}} | |||
;lightfov <float> | |||
: The angle at which the texture is projected. The projection is square, but the texture can make it appear of any shape. | |||
;enableshadows {{boolean}} | |||
: Should I cast shadows? | |||
;lightonlytarget {{boolean}} | |||
: Should I light only the entity that is my <code>target</code>? | |||
:{{bug|Non-functional.}} | |||
;lightworld {{boolean}} | |||
: Should I light world [[brush]]es? | |||
;cameraspace {{boolean}} | |||
: Display relative to player's view. Breaks things horribly unless the entity moves with the player. | |||
;lightcolor {{color}} | |||
: Projected color | |||
:{{bug|Non-functional.}} | |||
==Flags== | ==Flags== |
Revision as of 10:47, 6 April 2008
Creates a dynamic shadow-casting light that affects all objects in the world. Used for the Episode Two flashlight.
Enabling multiple shadow maps
Valve's games only allow one projected texture to cast shadows at a time - including the player's flashlight! To surmount this, shadow casting can be disabled on each entity with the enableshadows
KV, or for a proper solution a programmer can perform this C++ fix:
CClientShadowMgr::Init() - bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL; - m_nMaxDepthTextureShadows = bTools ? 4 : 1; // Just one shadow depth texture in games, more in tools + m_nMaxDepthTextureShadows = YOUR_CHOSEN_MAX;
Garry's Mod has already had this done. Thanks to Garry for sharing the code!
Keyvalues
- target
- <target_destination> The entity will rotate to point at its target, no matter where it is in the world. See also
lightonlytarget
. Bug:Can get glitchy. [todo tested in ?]
- lightfov <float>
- The angle at which the texture is projected. The projection is square, but the texture can make it appear of any shape.
- enableshadows <boolean>
- Should I cast shadows?
- lightonlytarget <boolean>
- Should I light only the entity that is my
target
? Bug:Non-functional. [todo tested in ?]
- lightworld <boolean>
- Should I light world brushes?
- cameraspace <boolean>
- Display relative to player's view. Breaks things horribly unless the entity moves with the player.
- lightcolor ⇆#000000rgb(0,0,0)⇆
- Projected color
Bug:Non-functional. [todo tested in ?]
Flags
- 1 : Enabled
Inputs
- Template:I targetname
- TurnOn
- TurnOff
- SetFOV <float>