env_projectedtexture is a point entity available in all Source games since Half-Life 2: Episode One. 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 doesn't calculate light bounces.
Entity specifics for CS:GO
- Limited to only 1 active
env_projectedtextureon the map.
- Shadows from
env_projectedtexturework on "Low" video settings.
- With "Always Update" flag enabled you can parent
env_projectedtextureto a moving entity to make light and shadows more dynamic.
env_projectedtexturewith "Light World" keyvalue disabled to mimic the light coming from the projectedtexture entity.
thirdpersonin the console and as a player move into
env_projectedtexturefrustum (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_projectedtextureparented 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.
env_projectedtexturevery carefully, especially if you want to make it movable. It works rather unstable, so constantly test it on visual problems.
- 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_projectedtextures 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 0x1180to the game's launch options for it to show up.
- In multiplayer,
mat_supportflashlightmust 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.
SpotlightTextureinput or you can also override the actual contents of the default VTF with a new one.
- Code Fix: You can fix this issue by following these instructions: Env_projectedtexture/fixes#Fix_configurable_texture_value_in_Hammer.
SpotlightTextureinput 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.
- 1: Enabled
- 2: Always Update (moving light)
- Target (target)
- The entity will rotate to point at this target. Make sure you check the Always update flag if you set this.
- FOV (lightfov)
- The field of view cone/pyramid at which the texture is projected.
- NearZ (nearz)
- Objects closer than this will not receive the light from the projection.
- FarZ (farz)
- Objects beyond this distance will not receive the light from the projection.
- Enable Shadows (enableshadows)
- Enables/disables shadows from this projected texture. 0 = no, 1 = yes.
- Shadow Quality (shadowquality)
- Quality of shadows.
- 0: Low (sharp, pixelized shadows)
- 1: High (smooth edged shadows)
- Light Only Target (lightonlytarget)
- Limit flashlight effect to only affect target entity.
- Light World (lightworld)
- Control whether flashlight affects static world geometry. 0 = no, 1 = yes.
- Light Color (lightcolor)
<color255 + int>
- RGB light color and intensity
- Camera Space (cameraspace)
- Angles are interpreted as being relative to camera.
- Texture Name (texturename)
- The texture or material which this entity projects. Must be a VTF file (not VMT), relative to
- Texture Frame (textureframe)
- If the texture is animated, this is the frame it should begin on.
- Simple Projection (simpleprojection)
- Indicates if this is a simple, non-light casting texture projection.
- Simple Projection Size (projection_size)
- Simple Projection Rotation (projection_rotation)
- Brightness Scale (brightnessscale)
- Scale the light color by this brightness.
- Color Transition Time (colortransitiontime)
- Amount of time it takes for a color change to occur. Higher numbers cause faster transitions.
- Appearance (style)
- Various Custom Appearance presets. Note: Requires AlwaysUpdateOn to work.
Light Appearances Literal Value Description Sequence Preview 0 Normal
10 Fluorescent flicker
2 Slow, strong pulse
11 Slow pulse, noblack
5 Gentle pulse
1 Flicker A
6 Flicker B
3 Candle A
7 Candle B
8 Candle C
4 Fast strobe
9 Slow strobe
12 !FGD Underwater light mutation
- Custom Appearance (pattern)
- 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.
- Default Appearance (defaultstyle)
- The classname defines the type of entity. Classnames can be changed using
AddOutput, which will influence how the engine deals with the entity in certain circumstances.
- The name that other entities refer to this entity by.
- Global Entity Name
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a
trigger_transition. Some entities which aren't intended to be parented may not function correctly.
phys_constraintcan be used as a workaround to parenting.
- Origin (X Y Z)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (X Y Z)
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Note: This works on brush entities, although Hammer doesn't show the new angles.
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,.... Contexts may be filtered.
- Combination of effect flags to use.
- Local Time
- The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Next Think
- Amount of time before the entity thinks again.
- Hammer ID
- The entity's Hammer ID. Mainly used by plugins and debugging commands, such as
ent_keyvalue. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
- Disable for Xbox 360
- If Yes, disables this entity on the Xbox 360 version of Source.
- Entity Scripts
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
- If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
- Turns on the texture.Confirm:In gmod projected lights always start on even when "enabled" is not checked.
- Turns off the texture.
- Sets FOV.
- Set the if shadows are enabled. 0 = no, 1 = yes.
- Sets the spotlight texture.
- Specify a new Target entity to point at.
- Sets Camera Space.
- Sets Light Only Target.
- Bug: Non-functional.
- Sets Light World. 0 = no, 1 = yes.
- Turn on per frame updating (for moving lights).
- Turn off per frame updating (for moving lights).
- Change the Light Color.
- Sets an Appearance. (see Appearance keyvalue above for possible values)
- Sets Custom Appearance. (see Custom Appearance keyvalue above)
- Sets NearZ.
- Sets FarZ.
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than
- Move with this entity. See Entity Hierarchy (parenting).
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Evaluates a keyvalue/output on this entity.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since .
- Dispatches a response to the entity. See Response and Concept.
- Adds to the entity's list of response contexts. Format is
- Remove a context from this entity's list. The name should match the key of an existing context.
- Removes all contexts from this entity's list.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug: In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
- Execute a VScript function in the scope of the receiving entity.
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
- Set this entity's angles.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.