env_projectedtexture
(Redirected from Env projected texture)
env_projectedtexture
is a point entity available in all Source games since Source 2006.
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.
Warning:This is the most expensive light entity in the engine. Use sparingly.
Note:Newer hardware with a good CPU can handle it better.
Note:While it is technically supported in Alien Swarm Deferred and Lambda Wars, it is highly recommended that you use
Light_deferred
instead.Note:Removed from Black Mesa in the December 24 2017 update and replaced with its new deferred rendering lighting system.
In code, it is represented by the
CEnvProjectedTexture
class, defined in theenv_projectedtexture.cpp
file.
Caveats and Fixes
Main article: Env_projectedtexture/fixes
Issue/Caveat | Affected games | Fix/Workarounds | Notes |
---|---|---|---|
The Volumetrics option in Strata Source is temporarily broken due to a missing shader | Strata Source | N/A | Note:This was fixed in . There are plans to upstream it to P2CE [1]
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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 and . | 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
|
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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 and | env_projectedtexture/fixes#Enabling shadow receiving on the view model | |
Some Nvidia graphics cards (especially with latest drivers and/or all newer Nvidia cards since around mid-late 2010s) render big/small white specks, squares or noises (and sometimes it's also flickering) on certain textures | 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 and |
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 Strata Source |
The light will cause multiple layered info_overlays to show through each other
|
N/A | N/A | |
Source 2007/2009 Bugs | |||
Note:the way that this page was structured before made it easy to put newly discovered bugs in the wrong category, so some of the following bugs may or may not be in modern titles.
| |||
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 | Confirm:Is this fixed in latest version of Portal?
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Flags
- 1: Enabled
Bug:Always starts on in Garry's Mod.
Workaround:Use logic_auto with TurnOff input.
[todo tested in?]Tip:If a game doesn't support this flag, you still can move projected texture. Clear parent each 0.24 seconds and set parent each 0.25 seconds, this will update the projected texture position (parent must have attachment point).
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.
- Simple Projection Rotation
(projection_rotation)
<float> (in all games since ) !FGD - 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
(epilepsy warning)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 ) !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)
Important:As of 31/10/23, Volumetrics are currently broken due to a missing shader. According to a dev, the shader was working in DX9 but was not ported to DX11 due it planning to be remade, however currently this has not yet been worked on. Do not enable volumetrics while this is the case!
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:Entities transition to the next map with their parentsTip: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.Bug:Hammer does not move the entities accordingly in the editor. [todo tested in?]
- Pitch Yaw Roll (Y Z X)
(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!
- Spawnflags
(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 ) (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!
- Is Automatic-Aim Target
(is_autoaim_target)
<boolean> (in all games since ) !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:In some FGDs, only
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.
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.
CBaseEntity:
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"
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ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from 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.
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.
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 receiving 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 to FireUser4 Input; see User Inputs and Outputs.
OnKilled
(only in )- This output fires when the entity is killed and removed from the game.
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)