Env projectedtexture
		
		
		
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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.
CEnvProjectedTextureclass, defined in theenv_projectedtexture.cppfile.
Caveats and Fixes
Main article:  Env_projectedtexture/fixes
| Issue/Caveat | Affected games | Fix/Workarounds | Notes | 
|---|---|---|---|
| The Volumetrics option in  | 
N/A | ||
| Valve's games only support one shadow map in the PVS at a time. | Official Source games/stock Source SDK Base 2013 code | It is possible to modify/remove this limit by following these instructions. | The following games/branches have exceptions to this: | 
| 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. | 
All Source games except  | 
If your options menu does not show the "High" shadow detail setting by default (especially all Intel graphics card), add-force_vendor_id 0x10DE -force_device_id 0x1180 to the game's launch options
 | 
|
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  | 
env_projectedtexture/fixes#Enabling shadow receiving on the view model | |
| Some Nvidia graphics cards (especially with latest drivers and/or all newer  | 
Portal 2 and Garry's Mod, possibly all Source games[confirm]. | Remove the bumpmap ($bumpmap or $ssbump) or $detail textures), or use mat_bumpmap 0 (to disable Bumpmapping), or run the game in Vulkan (-vulkan launch option).
 | 
Video of said bug. Also in GMOD (click to preview):  | 
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  | 
| Parenting does not work with stock SDK code | Source SDK Base 2013 | 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  | 
The light will cause multiple layered info_overlays to show through each other
 | 
N/A | N/A | |
| Source 2007/2009 Bugs | |||
The configurable texture value from Hammer is not accepted - will always default to effects/flashlight001
 | 
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, such as dev/flat_normal.vtf.
 | 
N/A | 
| This entity will cause issues if the entity overlaps a portal in Portal | Portal | N/A | |
Flags
- 1: Enabled
 
- 2: Always Update (moving light)Template:AS addTemplate:Mapbase also
 
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 
) - 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. 
Note:This entity has different brightness rules when compared to light. A good number to start at is 10000 with a Brightness scale of 5-10 
- 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 
) !FGD - Indicates if this is a simple, non-light casting texture projection.
 
- Simple Projection Size (projection_size)  <float> (in all games since 
) !FGD - Size of the simple projection.
 
- Brightness Scale (brightnessscale)  <float> (in all games since 
) (also in 
) - Scale the light color by this brightness.
 
- Color Transition Time (colortransitiontime)  <float> (in all games since 
) (also in 
) - Amount of time it takes for a color change to occur. Higher numbers cause faster transitions.
 
- Appearance (style)  <choices> (in all games since 
) (also in 
) - Various Custom Appearance presets. 
Note:Requires input AlwaysUpdateOnto work. 
- Custom Appearance (pattern)  <string> (in all games since 
) (also in 
) - 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. 
aaggnnttzzwould be a steppy fade in from dark to light. 
- Light View Models (lightviewmodels)  <boolean> (only in 
) - Control whether flashlight effects view models.
 
- Light Not PVS Culled (lightnotpvsculled)  <boolean> (only in 
) - Disable PVS culling optimization for this light (you shouldn't do this unless it's explicitly causing problems).
 
- Enable Volumetrics (volumetric)  <boolean> (only in 
) !FGD - Whether or not to use volumetrics for this projected texture.
 
- Volumetric Intensity (volumetricintensity)  <float> (only in 
) !FGD - 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.
 
- 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.
 
- LightWorld <integer>
 - Sets Light World. 0 = no, 1 = yes.
 
- AlwaysUpdateOn   (in all games since 
) (also in 
) - Turn on per frame updating (for moving lights).
 
- AlwaysUpdateOff   (in all games since 
) (also in 
) - Turn off per frame updating (for moving lights).
 
- SetBrightness  <float> (only in 
) - Sets the brightness.
 
- SetLightStyle  <integer> (in all games since 
) (also in 
) - Sets an Appearance. (see Appearance keyvalue above for possible values)
 
- SetPattern  <string> (in all games since 
) (also in 
) - Sets Custom Appearance. (see Custom Appearance keyvalue above)
 
- 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)
 
- SetBrightnessScale  <float> (only in 
) - Sets the brightness.
 
Outputs
See also
- Volumetric lighting
 - Lighting
 - Adding Light
 - Intermediate Lighting
 - Advanced Lighting
 - Effect flags (dynamic light effects)
 - Tool textures (for Block light)
 - newLight_Point
 - newLight_Spot
 - newLight_Dir
 - NewLights_settings
 - env_cascade_light
 - BlackMesa XenEngine: Part 4 – Lighting & Shadows (page from Black Mesa developer about new lights)