env_projectedtexture is a point entity available in all Source games since . 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.
Caveats and Fixes
- Main article: Env_projectedtexture/fixes
- 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 and Portal 2. You can follow these instructions to fix this bug.
env_projectedtextureregardless of the shadow detail setting. To fix this, run the game in Vulkan mode with the launch parameter
- 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)
- The entity will rotate to point at this target. Make sure you check the Always update flag if you set this.
- The field of view cone/pyramid at which the texture is projected.
- Confirm:This keyvalue does not work in Alien Swarm.
- Objects closer than this will not receive the light from the projection.
- Objects beyond this distance will not receive the light from the projection.
- Enable Shadows
- Enables/disables shadows from this projected texture. 0 = no, 1 = yes.
- Shadow Quality
- Quality of shadows.
- 0: Low (sharp, pixelized shadows)
- 1: High (smooth edged shadows)
- Light Only Target
- Limit flashlight effect to only affect target entity.
- Light World
- Control whether flashlight affects static world geometry. 0 = no, 1 = yes.
- Camera Space
- Angles are interpreted as being relative to camera.
- Texture Name
- The texture which this entity projects. Must be a VTF file (not VMT), relative to
- Texture Frame
- If the texture is animated, this is the frame it should begin on.
- Simple Projection
- Indicates if this is a simple, non-light casting texture projection.
- Brightness Scale
- Scale the light color by this brightness.
- Color Transition Time
- Amount of time it takes for a color change to occur. Higher numbers cause faster transitions.
- Various Custom Appearance presets. Note: Requires input
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
- 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
- Enable Volumetrics
- Whether or not to use volumetrics for this projected texture.
- Volumetric Intensity
- Defines the intensity of the volumetrics. (Default is 1. Can go above; no strict limit)
- 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_constraintcan be used as a workaround if parenting fails.
- Global Entity Name
- When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.
- Origin (X Y Z)
- 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)
- 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.
- Response Contexts
- Pre-defined response system contexts; Format is
[key]:[value],[key]:[value],...and so on.Tip: Can also be filtered for or against!
- Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Hammer ID
- The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like the
ent_keyvaluecommand). Run-time spawned entities don't have a Hammer ID.
- 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!
- Disable for Xbox 360
- If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
- 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.
- 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.
- Enables or disables volumetrics.
- Sets the intensity of the volumetrics. (Default is 1. Can go above; no strict limit)
- Sets the brightness.
- 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:
- Removes all contexts from this entity's list.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Fires the respective
OnUseroutputs; see User Inputs and Outputs.
- 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
- Remove a context from this entity's list. The name should match the key of an existing context.
- 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.
- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since .
- 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 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.
- 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.
- 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.