env_projectedtexture
Code classes:
CEnvProjectedTexture
CPointEntity
CBaseEntity
(all ents)
env_projectedtexture
is a point entity present in all Source games. It projects a texture onto the environment, simulating a realistic spotlight.
Note: VDC has a page for code fixes related to this entity.
Note: Only one of these should be be active in the PVS at a time to avoid issues. This limit includes the player's own flashlight in games with one! Mods can fix these problems: [1]
Bug: In Portal 2, some Nvidia graphics cards render white specks or squares on certain textures.
- Fix: This apparently happens due to Valve creating undefined behavior which Nvidia later did define. Until Valve actually fixes it, (and understand that they've already had years to) all that can be done is to remove the bumpmap (
$bumpmap
or$ssbump
) or$detailblendmode 0
from the bugged textures.
Bug: Does not move correctly when parented in and earlier games.
- Fix: See here for a code fix.
Bug: Does not work at all in .
Bug: Shadows are missing on some systems, even in Valve maps. Putting -force_vendor_id 0x10DE -force_device_id 0x1180 -dxlevel 95
in your launch options may fix this.
ConVars/Commands[edit | edit source]
ConVar/Command | Parameters or default value | Parameter Type | Effect |
---|---|---|---|
create_flashlight | <optional string> | targetname | Creates an env_projectedtexture with position and angles matching the player's view. Optionally, a targetname can be assigned. |
Flags[edit | edit source]
- 1: Start enabled
- 2: Always Update (moving light) (available in all games since )
Keyvalues[edit | edit source]
- Target
(target)
<target_destination>
- The entity will rotate to point at this target.
- 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.
- Shadow Quality
(shadowquality)
<choices>
- Quality of shadows.
- 0: Low (sharp, pixelated shadows)
- 1: High (smooth edged shadows)
- Light Only Target
(lightonlytarget)
<boolean>
- Limit flashlight effect to only affect the Target entity. Does not change lighting on world geometry.
- Light World
(lightworld)
<boolean>
- Control whether flashlight affects static world geometry.
- Light Color
(lightcolor)
<color255>
- RGB light color. Fourth number is the brightness.
- Camera Space
(cameraspace)
<boolean>
- If the entity has a Target, makes the projected texture rotate relative to the player's camera. If used, set Pitch Yaw Roll to 0 0 0.
- Texture Name
(texturename)
<material>
- Texture this entity projects.
- Texture Frame (Not in FGD)
(textureframe)
<int>
- If the texture is animated, this is the frame it should begin on.
Simple Projection(simpleprojection)
<boolean>
(available in all games since )- If set, textures that are projected onto will become missing.
- Simple Projection Size (Not in FGD)
(projection_size)
<float>
(available in all games since ) - To do: Description.
- Simple Projection Rotation (Not in FGD)
(projection_rotation)
<float>
(available in all games since ) - To do: Description.
- Brightness Scale
(brightnessscale)
<float>
(available in all games since ) - Multiplies the Light Color to otherwise unobtainable RGB values. Does affect the brightness setting.
- Color Transition Time
(colortransitiontime)
<float>
(available in all games since ) - Amount of time it takes for a color change to occur. Higher numbers cause faster transitions.
- Appearance
(style)
<choices>
(available in all games since ) - Various Custom Appearance presets.
- Custom Appearance
(pattern)
<string>
(available 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, and z is fully bright. i.e.
aaggnnttzz
would be a steppy fade in from dark to light. - Default Appearance
(defaultstyle)
<string>
(available in all games since ) - To do: Description.
Inputs[edit | edit source]
Note: In some FGDs, only TurnOn, TurnOff and FOV are present.
- TurnOn
- Turns on the texture.
- TurnOff
- Turns off the texture.
- FOV
<float>
- Sets FOV.
- EnableShadows
<bool>
- Sets Enable Shadows.
- SpotlightTexture
<string>
- Sets the spotlight texture. In some games, this input is disabled.
- Target
<target_destination>
- Sets Target.
- CameraSpace
<boolean>
- Sets Camera Space.
- LightOnlyTarget
<boolean>
- Sets Light Only Target.
- LightWorld
<int>
- Sets Light World.
- AlwaysUpdateOn (available in all games since )
- Turn on per frame updating (for moving lights).
- AlwaysUpdateOff (available in all games since )
- Turn off per frame updating (for moving lights).
- LightColor
<color255>
(available in all games since ) - Sets Light Color.
- SetLightStyle
<integer>
(available in all games since ) - Sets an Appearance.
- SetPattern
<string>
(available in all games since ) - Sets Custom Appearance.
- SetNearZ
<float>
(available in all games since ) - Sets NearZ.
- SetFarZ
<float>
(available in all games since ) - Sets FarZ.