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。

在源代码中,它由class
CEnvProjectedTexture
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.

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.- 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.

$bumpmap
or $ssbump
) or $detail
textures.
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.


标签
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

- 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>
(in all games since) !FGD
- Indicates if this is a simple, non-light casting texture projection.
- Simple Projection Size (projection_size)
<浮点>
(in all games since) !FGD
- Simple Projection Rotation (projection_rotation)
<浮点>
(in all games since) !FGD
- Brightness Scale (brightnessscale)
<浮点>
(in all games since)
- Scale the light color by this brightness.
- Color Transition Time (colortransitiontime)
<浮点>
(in all games since)
- Amount of time it takes for a color change to occur. Higher numbers cause faster transitions.
- Appearance (style)
<选项>
(in all games since)
- Various Custom Appearance presets.
Note: Requires 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)
<字符串>
(in all games since)
- 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>
(in all games since)
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>
(in all games since) !FGD
- 如果设置为"Yes",在XBOX360游戏机上不显示此实体。
- Entity Scripts (vscripts)
<scriptlist>
(in all games since)
- 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>
(in all games since)
- 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>
(in all games since) !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>
(in all games since) !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

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
(in all games since)
- Turn on per frame updating (for moving lights).
AlwaysUpdateOff
(in all games since)
- Turn off per frame updating (for moving lights).
LightColor
<color255>
(in all games since)
- Change the Light Color.
SetLightStyle
<integer>
(in all games since)
- 设置 an Appearance. (see Appearance keyvalue above for possible values)
SetPattern
<string>
(in all games since)
- 设置 Custom Appearance. (see Custom Appearance keyvalue above)
SetNearZ
<float>
(in all games since)
- 设置 NearZ.
SetFarZ
<float>
(in all games since)
- 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 thanKill
. 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
toFireUser4
- 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) !FGD
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since
.
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)
- 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)
- 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
, 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) !FGD
- Execute a VScript function in the 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.
SetLocalAngles
<angles>
(in all games since) !FGD
- Set this entity's angles.
输出
基础:
OnUser1
toOnUser4
- 这些输出将分别响应于
FireUser1
toFireUser4
输入。 详见 User Inputs and Outputs. OnKilled
(only in)
- 当实体被Kill输入时响应此输出。