Env projectedtexture
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Portal 2 uses projected textures extensively for world lighting.
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.


CEnvProjectedTexture
class, defined in theenv_projectedtexture.cpp
file.
Caveats and Fixes
Main article: Env_projectedtexture/fixes
- Valve's games only support one shadow map in the PVS at a time.
Fix: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, with the exception of Garry's Mod. You can follow these instructions to fix this bug.

Code Fix: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.
Code Fix: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."
Code Fix:This bug is fixable by following these instructions: env_projectedtexture/fixes#Fixing targeting.
Entity specifics for CS:GO
- Limited to only 1 active
env_projectedtexture
on the map. - Shadows from
env_projectedtexture
work on "Low" video settings. - With "Always Update" flag enabled you can parent
env_projectedtexture
to a moving entity to make light and shadows more dynamic.

env_projectedtexture
with "Light World" keyvalue disabled to mimic the light coming from the projectedtexture entity. [todo tested in ?]
thirdperson
in the console and as a player move into env_projectedtexture
lighting area placed under the sun with working env_cascade_light. By entering and leaving lighting area you will notice how light and shadows on player model will instantly switch between sun and projectedtexture. Same bug applies for props, for example if you place a prop_static in the water and try to move env_projectedtexture
parented with func_movelinear back and forth, you will notice this bug on a prop model. You need to adjust "FOV" and "FarZ" keyvalues to achieve desirable effect or some kind of compromise. [todo tested in ?]
env_projectedtexture
very carefully, especially if you're going to move it. It's rather unstable, so make sure to test it for visual problems.Flags
- 1: Enabled
- 2: Always Update (moving light) Template:AS addTemplate:Mapbase also
Keyvalues
- Target (target) ([todo internal name (i)]) <targetname>
- 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)]) <float>
- The field of view cone/pyramid at which the texture is projected.

- NearZ (nearz) ([todo internal name (i)]) <float>
- Objects closer than this will not receive the light from the projection.
- FarZ (farz) ([todo internal name (i)]) <float>
- Objects beyond this distance will not receive the light from the projection.
- Enable Shadows (enableshadows) ([todo internal name (i)]) <boolean>
- 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)]) <boolean>
- Limit flashlight effect to only affect target entity.
- Light World (lightworld) ([todo internal name (i)]) <boolean>
- Control whether flashlight affects static world geometry. 0 = no, 1 = yes.
- Camera Space (cameraspace) ([todo internal name (i)]) <integer>
- Angles are interpreted as being relative to camera.
- Texture Name (texturename) ([todo internal name (i)]) <string> !FGD
- The texture which this entity projects. Must be a VTF file (not VMT), relative to
/materials
.
- Texture Frame (textureframe) ([todo internal name (i)]) <integer> !FGD
- If the texture is animated, this is the frame it should begin on.
- Simple Projection (simpleprojection) ([todo internal name (i)]) <boolean> (in all games since
) !FGD
- Indicates if this is a simple, non-light casting texture projection.
- Simple Projection Size (projection_size) ([todo internal name (i)]) <float> (in all games since
) !FGD
- Simple Projection Rotation (projection_rotation) ([todo internal name (i)]) <float> (in all games since
) !FGD
- Brightness Scale (brightnessscale) ([todo internal name (i)]) <float> (in all games since
)
- Scale the light color by this brightness.
- Color Transition Time (colortransitiontime) ([todo internal name (i)]) <float> (in all games since
)
- Amount of time it takes for a color change to occur. Higher numbers cause faster transitions.
- Appearance (style) ([todo internal name (i)]) <choices> (in all games since
)
- Various Custom Appearance presets.
Note:Requires AlwaysUpdateOn to work.
- Custom Appearance (pattern) ([todo internal name (i)]) <string> (in all games since
)
- 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.
- Enable Volumetrics (volumetric) <boolean> (only in
)
- Whether or not to use volumetrics for this projected texture
- Volumetric Intensity (volumetricintensity) <float> (only in
)
- Defines the intensity of the volumetrics. (Default is 1. Can go above; no strict limit)
Inputs

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 <float >
- Sets FOV.
- EnableShadows <boolean >
- Set the if shadows are enabled. 0 = no, 1 = yes.
- SpotlightTexture <string >
- Sets the spotlight texture.
- Target <string >
- Specify a new Target entity to point at.
- CameraSpace <boolean >
- Sets Camera Space.
- LightOnlyTarget <boolean >
- Sets Light Only Target.
- EnableVolumetrics <boolean > (only in
)
- Enables or disables volumetrics
- SetVolumetricIntensity <float > (only in
)
- Sets the intensity of the volumetrics. (Default is 1. Can go above; no strict limit)
Bug:Non-functional. [todo tested in ?]
- LightWorld <integer >
- Sets Light World. 0 = no, 1 = yes.
- AlwaysUpdateOn (in all games since
)
- Turn on per frame updating (for moving lights).
- AlwaysUpdateOff (in all games since
)
- Turn off per frame updating (for moving lights).
- SetLightStyle <integer > (in all games since
)
- Sets an Appearance. (see Appearance keyvalue above for possible values)
- SetPattern <string > (in all games since
)
- Sets Custom Appearance. (see Custom Appearance keyvalue above)