env_projectedtexture

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GMOD中一个投射一个多彩的材质的效果。
Portal 2 将其广泛运用于世界照明。

env_projectedtexture是一个点实体,可用于所有Source游戏以来Half-Life 2: Episode One。 它投射一个材质作为一个动态光源,可以影响这个世界上所有的对象。可选参见Shadow Mapping

注意:
求生之路不起作用(或许某些其他游戏也无效,不过实际有效果),因为Valve仅允许一个projectedtexture在地图上,而这一个正好是玩家的手电筒那么Hammer放置的此实体被排斥即失败,没有意义。

在源代码中,它由classCEnvProjectedTexture代表,定义在env_projectedtexture.cpp

注意事项

  • 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.
Note:In Garry's Mod, there can be up to 9 active 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 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. You can follow these instructions to fix this bug.
Bug: In Portal 2, some Nvidia graphics cards render white specks or squares on certain textures. To fix this, remove the bumpmap ($bumpmap or $ssbump) or $detail textures.
Video of said bug.
Bug: Parenting does not work with stock SDK code.
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.

Bug: The configurable texture value from Hammer is not accepted - will always default to the flashlight. You must use the 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.
Note:The 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."
Bug: The entity cannot target another entity.
Code Fix: This bug is fixable by following these instructions: env_projectedtexture/fixes#Fixing targeting.
Bug: Models will not receive their own shadows correctly unless using $bumpmap. Even a flat bump map is sufficient.
Bug: Causes issues if the entity overlaps a portal in Portal 1. Simply the projection overlapping a portal works fine.

标签

  • 1: Enabled - 启用
  • 2: Always Update (moving light) (New with Alien Swarm) - 实时更新(移动的光源)

键值

Target (target) <targetname >
跟着目标移动,确保勾选 Always update
FOV (lightfov) <浮点>
投射的fov范围
Confirm:无效,在Alien Swarm.
NearZ (nearz) <浮点>
比此距离近的物体不接收投射。
FarZ (farz) <浮点>
同上,但是比此距离远。
Enable Shadows (enableshadows) <布尔值>
投射出来的阴影是否开启。. 0 = no, 1 = yes.
Shadow Quality (shadowquality) <Choices >
阴影质量
  • 0: Low (sharp, pixelized shadows) 低
  • 1: High (smooth edged shadows) 高
Light Only Target (lightonlytarget) <布尔值>
只有目标才行收到效果.
Light World (lightworld) <布尔值>
是否影响世界上的静态几何. 0 = no, 1 = yes.
Light Color (lightcolor) <color255 + int >
颜色与强度
Camera Space (cameraspace) <整数>
角度,对于摄像机.
Texture Name (texturename) <字符串>  !FGD
材质名称,hammer不存在此键值。The texture or material which this entity projects. Must be a VTF file (not VMT), relative to /materials.
Texture Frame (textureframe) <整数>  !FGD
材质帧数,如果是动态材质才行,hammer不存在此键值。If the texture is animated, this is the frame it should begin on.
Simple Projection (simpleprojection) <布尔值>  (New with Alien Swarm)  !FGD
Indicates if this is a simple, non-light casting texture projection.
Simple Projection Size (projection_size) <浮点>  (New with Alien Swarm)  !FGD
Simple Projection Rotation (projection_rotation) <浮点>  (New with Alien Swarm)  !FGD
Brightness Scale (brightnessscale) <浮点>  (New with Alien Swarm)
Scale the light color by this brightness.
Color Transition Time (colortransitiontime) <浮点>  (New with Alien Swarm)
Amount of time it takes for a color change to occur. Higher numbers cause faster transitions.
Appearance (style) <选项>  (New with Portal 2)
Various Custom Appearance presets.
Note:Requires 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) <字符串>  (New with Portal 2)
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) <字符串>  (New with Portal 2)

Base:

Classname (classname) <string>
实体名称。实体名称可以用AddOutput来修改,有可能导致错误,影响引擎的处理方式。
Name (targetname) <string>
自己可定义的实体名字,注意,classname是实体名(如prop_static)而不是其名字!
Global Entity Name (globalname) <string>
实体链接到下一张图采用的名称,当玩家过度到下一张图的时候,会保持上一张图实体的状态。
Parent (parentname) <targetname>
实体的父级实体,该实体可以与父实体保持移动偏移。名称后面可以添加一个附属点,以逗号隔开。 任何实体都可以是父实体,甚至是点实体。 转换至下一张地图的实体关系会依然存在。例如 trigger_transition, 一些不适合做父实体的实体可能难以运行,利用 phys_constraint 可以解决。*注:翻译略有出入,请只在意第一句或查看原文(英文)。
Origin (X Y Z) (origin) <coordinates>
实体处于世界中的位置,旋转实体会以实体坐标原点旋转。
Pitch Yaw Roll (X Y Z) (angles) <angle>
实体在世界中的方位,Pitch围绕X轴旋转,可以称为俯仰角。Yaw围绕Z轴旋转,可以称为偏航角,roll围绕Y轴旋转,可以称为翻滚角。
注意:尽管Hammer不显示新角度,但其仍然适用于固实体。
Flags (spawnflags) <integer>
实体所具有的标志/标签,依实体所具有而定。
Response Contexts (ResponseContext) <string>
实体预定义的响应上下文(链接上下文)。格式:key:value,key:value,...。可以由filtered过滤。
Effects (effects) <integer> !FGD
效果标志,在hammer中不显示,但它确确存在。
Local Time (ltime) <float> !FGD
实体的本地时间,区别于全局时间,主要用于物理效果计算,在hammer中不显示。
Next Think (nextthink) <float> !FGD
实体再次 thinks 时间。在hammer中不显示。
Hammer ID (hammerid) <integer> !FGD
实体的Hammer ID。主要用于插件和debug指令,如ent_keyvalue. 可以用"hammerid" 或者 "id" 键值来手动分配. 在run-time时候生成的实体不会分配ID。在hammer中不显示。
Disable for Xbox 360 (disableX360) <boolean> (New with Left 4 Dead 2) !FGD
如果设置为"Yes",在XBOX360游戏机上不显示此实体。
Entity Scripts (vscripts) <scriptlist> (New with Left 4 Dead 2)
实体生成后可通过输出调用的VScript脚本文件,所有脚本都处于同一脚本域,会覆盖相同名称的变量和功能函数等。
Script think function (thinkfunction) <string> (New with Left 4 Dead 2)
脚本功能函数名,每秒自动会调用此函数10次,比较于logic_timer更方便。 请避免 expensive(昂贵)的效果操作,会损失性能。
Lag Compensation (LagCompensate) <boolean> (New with Left 4 Dead 2) !FGD
设置"Yes"会延迟补偿该实体,请谨慎使用。在hammer中不显示。
Is Automatic-Aim Target (is_autoaim_target) <boolean> (New with Counter-Strike: Global Offensive) !FGD
设置为"1"会减慢该实体在十字准心下方时,控制杆的瞄准运动。

输出

注意:
In some FGDs, only TurnOn, TurnOff and FOV are present.在一些hammer内只有TurnOn,TurnOff和FOV3个输出被显示了。
TurnOn
开启。
TurnOff
关闭
FOV  <float>
设置 FOV.
EnableShadows  <boolean>
设置是否显示阴影 0 = no, 1 = yes.
SpotlightTexture  <string>
设置射灯材质.
Target  <string>
指定一个新的 目标实体 .
CameraSpace  <boolean>
设置 Camera Space.
LightOnlyTarget  <boolean>
设置 Light Only Target.
Bug: Non-functional.无效
LightWorld  <integer>
设置 Light World. 0 = no, 1 = yes.
AlwaysUpdateOn  (New with Alien Swarm)
Turn on per frame updating (for moving lights).
AlwaysUpdateOff  (New with Alien Swarm)
Turn off per frame updating (for moving lights).
LightColor  <color255> (New with Alien Swarm)
Change the Light Color.
SetLightStyle  <integer> (New with Portal 2)
设置 an Appearance. (see Appearance keyvalue above for possible values)
SetPattern  <string> (New with Portal 2)
设置 Custom Appearance. (see Custom Appearance keyvalue above)
SetNearZ  <float> (New with Portal 2)
设置 NearZ.
SetFarZ  <float> (New with Portal 2)
设置 FarZ.

Base:

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 than Kill.
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.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
AddOutput <string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
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.
DispatchEffect <string> (removed in <Left 4 Dead>) !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since <Left 4 Dead>.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext <string>
Removes all contexts from this entity's list.
RunScriptFile <script> (in all games since <Left 4 Dead 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>)
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 <Left 4 Dead 2>, 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.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving 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.

输出

基础:

OnUser1 to OnUser4
这些输出将分别响应于FireUser1 to FireUser4 输入。 详见 User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
当实体被Kill输入时响应此输出。