env_projectedtexture
env_projectedtexture
是一个存在于所有的 Source 游戏自从 Half-Life 2: Episode One 以来的点实体。它投射一个纹理作为一个动态光源,可以影响地图内所有的物体。还可以选择使用阴影贴图。 投射纹理不像其他光照实体的光照一样是预先生成的,这种光是在游戏内实时计算的,地图本身不需要经过VRAD处理就可以使用。
Warning:这是起源里最吃配置的实体,谨慎使用
Todo: This template is currently using deprecated
suf
or {{Lang}}-based translations. Please use the main {{Code class}} instead, which uses {{Autolang}}.
在源代码中,它由 class CEnvProjectedTexture
代表,定义于 env_projectedtexture.cpp
。
Contents
注意事项与Bug修复
- V社的游戏仅支持在同一时间内在PVS里渲染一个阴影贴图
- Fix: 可以遵循该教程修改/删除此限制。
Note:在Gmod中,可以同时有9个启用的
env_projectedtexture
s。你还可以在启动参数中添加-numshadowtextures #
以提高上限。 # 是游戏应允许的阴影贴图数量。- 仅当玩家的阴影质量设置为“高”时才能显示投射纹理。如果您的阴影质量设置里不显示这一选项,你可以在游戏的启动参数里添加
-force_vendor_id 0x10DE -force_device_id 0x1180
来强制显示 - 在多人游戏里,
mat_supportflashlight
必须被设置为1才能让手电筒正常工作,在TF2中,这个指令默认被禁用,故没有特殊修改的话,该实体无法在TF2中使用 - 手臂模型不会接收来自投射纹理的任何光照和阴影,除了Gmod和传送门2您可以按照该教程修复这个Bug。
Bug:在传送门2中,当游戏在DirectX 9模式下运行时,无论阴影质量设置如何,在某些显卡上
env_projectedtexture
都不会渲染阴影。要解决此问题,请在启动参数添加-vulkan
,让游戏在Vulkan模式下运行。Bug:实体绑定在原版SDK代码中无法使用
- Code Fix: 可以按照该教程修复此bugEnv_projectedtexture/fixes#Fixing Parenting.
Bug:投射纹理与
env_cascade_light
之间没有平滑过渡}}
实体属性
- 1: Enabled(默认开启)
- 2: Always Update(始终更新,用于移动光源)
(in all games since ) (也存在于 中)
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.
- 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.
- 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 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:
- 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.Note:Hammer does not move the entities accordingly only in the editor.
- 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.
- 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!
- Flags
(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.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.
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.
Base:
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"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the 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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
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. 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.
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 receving 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
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(only in )- This output fires when the entity is killed and removed from the game.