Env projectedtexture
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Template:Wrongtitle Template:Base point ep1
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
- TurnOn
- TurnOff
- FOV <float>
- See above keyvalues.
- target <entity>
- See above keyvalues.
- 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>
- SpotlightTexture <VTF/string>
- A VTF file (not VMT), relative to
/models
.