env_projectedtexture

Portal 2 uses projected textures extensively for world lighting.
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 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.
Warning: Only one projected texture can ever be active in the map, regardless of shadow settings
Fix: It is possible to modify/remove this limit by following these instructions.

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.

-numshadowtextures #
in the Steam launch parameters of mod, or via block CommandLine
of parameters in gameinfo.txt.- 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.
- 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 and Portal 2. You can follow these instructions to fix this bug.


env_projectedtexture
regardless of the shadow detail setting, and as a result will render the texture through brushes instead of properly stopping them. To fix this, run the game in Vulkan mode with the launch parameter -vulkan
.
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.

SpotlightTexture
input 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.

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.


Flags
- 1: Enabled
- 2: Always Update (moving light)
(in all games since )
(also in
)
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.
- 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
AlwaysUpdateOn
to work.
Light Appearances Literal Value Description Sequence Preview 0 Normal m
10 Fluorescent flicker mmamammmmammamamaaamammma
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj
1 Flicker A mmnmmommommnonmmonqnmmo
6 Flicker B nmonqnmomnmomomno
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa
4 Fast strobe mamamamamama
9 Slow strobe aaaaaaaazzzzzzzz
12 !FGD Underwater light mutation mmnnmmnnnmmnn
- 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.
aaggnnttzz
would be a steppy fade in from dark to light.
- Default Appearance
(defaultstyle)
<string> (in all games since)
- 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)
- 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)
Base:
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parents
Tip:phys_constraint can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(angles)
<angle> - 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.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns.
Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Flags
(spawnflags)
<integer> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Entity Scripts
(vscripts)
<scriptlist> (in all games since) (also in
)
- 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. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)
<string> (in all games since) (also in
)
- Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean> (in all games since) !FGD
- Set to Yes to lag compensate this entity. Should be used very sparingly!
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.
LightWorld
<integer>- Sets Light World. 0 = no, 1 = yes.
LightColor
<color255> (in all games since) (also in
)
- Change the Light Color.
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)
SetNearZ
<float> (in all games since) (also in
)
- Sets NearZ.
SetFarZ
<float> (in all games since) (also in
)
- Sets FarZ.
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.
Base:
AddContext
<string>- Adds to the entity's list of response contexts. Format is
<key>:<value>
.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
Syntax:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- 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.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since) !FGD
- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since
.
RunScriptFile
<script> (in all games since) (also in
)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode
<string> (in all games since) (also in
)
- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since) (also in
) !FGD
- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in) !FGD
- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since) !FGD
- 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.
Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(only in)
- This output fires when the entity is killed and removed from the game.