env_projectedtexture

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... Icon-Important.png
Env_projectedtexture有着不同的外观
Gmod中投射一个彩色纹理
传送门2大量使用投射纹理作为地图光照
Portal 2: Community Edition在原版传送门2地图上的体积光效果

Source env_projectedtexture是一个存在于所有的 Source 游戏自从 Half-Life 2: Episode One Half-Life 2: Episode One 以来的点实体。它投射一个纹理作为一个动态光源,可以影响地图内所有的物体。还可以选择使用阴影贴图。 投射纹理不像其他光照实体的光照一样是预先生成的,这种光是在游戏内实时计算的,地图本身不需要经过VRAD处理就可以使用。

Warning.pngWarning:这是起源里最吃配置的实体,谨慎使用


Blank image.pngTodo: This template is currently using deprecated suf or {{Lang}}-based translations. Please use the main {{Code class}} instead, which uses {{Autolang}}.

在源代码中,它由 class CEnvProjectedTexture 代表,定义于 env_projectedtexture.cpp


注意事项与Bug修复

主条目:Env_projectedtexture/fixes
  • V社的游戏仅支持在同一时间内在PVS里渲染一个阴影贴图
Note.pngNote:Half-Life 2: Episode Two,玩家的手电筒也是阴影贴图
Warning.pngWarning:Counter-Strike: Global Offensive中,无论阴影质量设置如何,都只能在地图内使用一个投射纹理
Fix: 可以遵循该教程修改/删除此限制。
  • 被投射的纹理需要勾选Clamp S, Clamp T and Clamp All选项,以避免突兀的平铺。以及,投射纹理是直接使用VTF的,不需要VMT
Note.pngNote:Gmod中,可以同时有9个启用的env_projectedtextures。你还可以在启动参数中添加-numshadowtextures #以提高上限。 # 是游戏应允许的阴影贴图数量。
Note.pngNote:Portal 2: Community Edition将此上限提高到了8
Note.pngNote:Mapbase里,你可以同时使用4个投射纹理。 这个上限可以通过启动参数-numshadowtextures #或者gameinfo.txt中的CommandLine部分来增加。
  • 仅当玩家的阴影质量设置为“高”时才能显示投射纹理。如果您的阴影质量设置里不显示这一选项,你可以在游戏的启动参数里添加-force_vendor_id 0x10DE -force_device_id 0x1180来强制显示
  • Note.pngNote:Counter-Strike: Global Offensive里,env_projectedtexture产生的阴影在阴影质量设置为“低”时显示
  • 在多人游戏里,mat_supportflashlight必须被设置为1才能让手电筒正常工作,在TF2中,这个指令默认被禁用,故没有特殊修改的话,该实体无法在TF2中使用
  • 手臂模型不会接收来自投射纹理的任何光照和阴影,除了Gmod传送门2您可以按照该教程修复这个Bug。
Icon-Bug.pngBug:在传送门2中,部分英伟达显卡会在某些纹理上呈现白色噪点或方块(老黄出来挨打)。要解决此问题,请移除该纹理的法线贴图($bumpmap或$ssbump)或细节纹理
描述此bug的视频
Icon-Bug.pngBug:在传送门2中,当游戏在DirectX 9模式下运行时,无论阴影质量设置如何,在某些显卡上env_projectedtexture都不会渲染阴影。要解决此问题,请在启动参数添加-vulkan,让游戏在Vulkan模式下运行。
Icon-Bug.pngBug:实体绑定在原版SDK代码中无法使用
Code Fix: 可以按照该教程修复此bugEnv_projectedtexture/fixes#Fixing Parenting.
Icon-Bug.pngBug:Counter-Strike: Global Offensive投射纹理与env_cascade_light之间没有平滑过渡

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实体属性

  • 1: Enabled(默认开启)
  • 2: Always Update(始终更新,用于移动光源)

(in all games since Alien Swarm) (也存在于 Mapbase 中)

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)
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.
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 Alien Swarm) !FGD
Indicates if this is a simple, non-light casting texture projection.
Simple Projection Size (projection_size) <float> (in all games since Alien Swarm) !FGD
Size of the simple projection.
Simple Projection Rotation (projection_rotation) <float> (in all games since Alien Swarm) !FGD
Brightness Scale (brightnessscale) <float> (in all games since Alien Swarm) (also in Mapbase)
Scale the light color by this brightness.
Color Transition Time (colortransitiontime) <float> (in all games since Alien Swarm) (also in Mapbase)
Amount of time it takes for a color change to occur. Higher numbers cause faster transitions.
Appearance (style) <choices> (in all games since Portal 2) (also in Garry's Mod)
Various Custom Appearance presets.
Note.pngNote:Requires input AlwaysUpdateOn to work.
Light Appearances
Literal Value Description Sequence Preview
0 Normal m Sequence 0.gif
10 Fluorescent flicker mmamammmmammamamaaamammma Sequence 10.gif
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba Sequence 2.gif
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba Sequence 11.gif
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj Sequence 5.gif
1 Flicker A mmnmmommommnonmmonqnmmo Sequence 1.gif
6 Flicker B nmonqnmomnmomomno Sequence 6.gif
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg Sequence 3.gif
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm Sequence 7.gif
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa Sequence 8.gif
4 Fast strobe mamamamamama Sequence 4.gif
9 Slow strobe aaaaaaaazzzzzzzz Sequence 9.gif
12 !FGD Underwater light mutation mmnnmmnnnmmnn Sequence 12.gif
Custom Appearance (pattern) <string> (in all games since Portal 2) (also in Garry's Mod)
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 Portal 2)
Enable Volumetrics (volumetric) <boolean> (only in Portal 2: Community Edition)
Whether or not to use volumetrics for this projected texture.
Volumetric Intensity (volumetricintensity) <float> (only in Portal 2: Community Edition)
Defines the intensity of the volumetrics. (Default is 1. Can go above; no strict limit)

Base:
Name (targetname) <string>
The name that other entities use to refer to this entity.
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.pngTip:Entities transition to the next map with their parents
Tip.pngTip: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.pngNote: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.pngNote: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.pngTip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
Flags (spawnflags) <flags> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <flags> !FGD
Combination of effect flags to use.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
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 Left 4 Dead 2) (also in Team Fortress 2)
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 Left 4 Dead 2) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Is Automatic-Aim Target (is_autoaim_target) <boolean> (in all games since Counter-Strike: Global Offensive) !FGD
If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.

Inputs

Note.pngNote:In some FGDs, only 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.
Note.pngNote:Disabled in Portal 2 onwards. Fixed in Portal 2: Community Edition
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 Alien Swarm) (also in Mapbase)
Turn on per frame updating (for moving lights).
AlwaysUpdateOff  (in all games since Alien Swarm) (also in Mapbase)
Turn off per frame updating (for moving lights).
LightColor <color255> (in all games since Alien Swarm) (also in Mapbase)
Change the Light Color.
SetBrightness <float> (only in Mapbase)
Sets the brightness.
SetLightStyle <integer> (in all games since Portal 2) (also in Garry's Mod)
Sets an Appearance. (see Appearance keyvalue above for possible values)
SetPattern <string> (in all games since Portal 2) (also in Garry's Mod)
Sets Custom Appearance. (see Custom Appearance keyvalue above)
SetNearZ <float> (in all games since Portal 2) (also in Garry's Mod)
Sets NearZ.
SetFarZ <float> (in all games since Portal 2) (also in Garry's Mod)
Sets FarZ.
EnableVolumetrics <boolean> (only in Portal 2: Community Edition)
Enables or disables volumetrics.
SetVolumetricIntensity <float> (only in Portal 2: Community Edition)
Sets the intensity of the volumetrics. (Default is 1. Can go above; no strict limit)
SetBrightnessScale <float> (only in Portal 2: Community Edition)
Sets the brightness.

Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
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:
// 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 to FireUser4
Fires the respectiveOnUseroutputs; 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 thanKillinput.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
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 Left 4 Dead 2) (also in Team Fortress 2)
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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !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.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

Outputs

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead)
This output fires when the entity is killed and removed from the game.