env_projectedtexture
(Redirected from Shadow mapping)

Portal 2 uses projected textures extensively for world lighting.
env_projectedtexture
is a point entity available in all Source games since Half-Life 2: Episode One. 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.

In code, it is represented by class
CEnvProjectedTexture
, defined in env_projectedtexture.cpp
.
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_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, with the exception of Garry's Mod. 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.


env_cascade_light
.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.


Flags
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) !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)
- Scale the light color by this brightness.
- Color Transition Time
(colortransitiontime)
<float>
(in all games since)
- 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 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)
- Enable Volumetrics
(volumetric)
<boolean>
(only in)
- Whether or not to use volumetrics for this projected texture.
- Volumetric Intensity
(volumetricintensity)
<float>
(only in)
- Defines the intensity of the volumetrics. (Default is 1. Can go above; no strict limit)
Base:
- Classname
(classname)
<string>
- The classname defines the type of entity. Classnames can be changed using
AddOutput
, which will influence how the engine deals with the entity in certain circumstances. - Name
(targetname)
<string>
- The name that other entities refer to this entity by.
- Global Entity Name
(globalname)
<string>
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Parent
(parentname)
<targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a
trigger_transition
. Some entities which aren't intended to be parented may not function correctly.phys_constraint
can be used as a workaround to parenting. - Origin (X Y Z)
(origin)
<coordinates>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- 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: This works on brush entities, although Hammer doesn't show the new angles.
- Flags
(spawnflags)
<integer>
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts
(ResponseContext)
<string>
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,...
. Contexts may be filtered. - Effects
(effects)
<integer>
!FGD - Combination of effect flags to use.
- Local Time
(ltime)
<float>
!FGD - The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Next Think
(nextthink)
<float>
!FGD - Amount of time before the entity thinks again.
- Hammer ID
(hammerid)
<integer>
!FGD - The entity's Hammer ID. Mainly used by plugins and debugging commands, such as
ent_keyvalue
. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID. - Disable for Xbox 360
(disableX360)
<boolean>
(in all games since) !FGD
- If Yes, disables this entity on the Xbox 360 version of Source.
- Entity Scripts
(vscripts)
<scriptlist>
(in all games since)
- 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
(thinkfunction)
<string>
(in all games since)
- 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
(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. {{#if:1||
Inputs

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.
Target
<string>
- Specify a new Target entity to point at.
CameraSpace
<boolean>
- Sets Camera Space.
{{IO|LightOnlyTarget|param=boolean|Sets Light Only Target.
LightWorld
<integer>
- Sets 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) (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.
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.
Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(only in)
- This output fires when the entity is killed and removed from the game.