Env projectedtexture
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Template:Wrongtitle Template:Base point ep2
Entity Description
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:
In CClientShadowMgr::Init() around line 1293, comment out:
bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL; m_nMaxDepthTextureShadows = bTools ? 4 : 1; // Just one shadow depth texture in games, more in tools
And add:
m_nMaxDepthTextureShadows = YOUR_CHOSEN_MAX; //with your number
Keyvalues

Projecting a texture.
- 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.
- Remember the default Player FOV is 75°.
- nearz <float>
- Near Z for projected texture. Default value is 4.0.
- Objects closer than this will not receive the projection.
- farz <float>
- Far Z for projected texture. Default value is 750.0.
- Objects beyond this distance will not receive the projection. Think of it as the range limit.
- enableshadows <boolean>
- Should I cast (dynamic) shadows?
- 0 = No, 1 = Yes.
- shadowquality <boolean>
- Quality of (dynamic) shadows?
- 0 = Low, 1 = High.
- lightonlytarget <boolean>
- Should I light only the entity that is my
target
? - 0 = No, 1 = Yes.
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
Flags
- 1 : Enabled
Inputs
- TurnOn
- TurnOff
- FOV <float>
- See lightfov keyvalue above.
Inputs not in FGD
These inputs are not known to Hammer, but are still accepted by the entity:
- target <entity>
- Specify a new <target_desination> entity.
- cameraspace <bool>
- See above keyvalues.
- LightOnlyTarget <bool>
- See above keyvalues.
Bug:Non-functional. [todo tested in ?]
- LightWorld <bool>
- See above keyvalues.
Bug:Cannot be re-enabled. [todo tested in ?]
- EnableShadows <bool>
- See above keyvalues.
- Ambient <float>
- Allows for an ambiance light, much like the shadow color for it.
- SpotlightTexture <VTF/string>
- A VTF file (not VMT), relative to
/materials
.