Projected Textures: ingame and Hammer

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kvalheim
24 Posts
Posted Jan 03, 2012
Small problem - Light_spots, env_projected textures and anything really using the "cone" effect in hammer to show radius, the cone isn't showing in Hammer.
Also, the projected texture in my map seems to be having no effect. It's enables, light world, cast shadows, high quality shadows, but area still only seems to be being lit by the light entity on the bts_light instance.
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Robdon
204 Posts
Posted Jan 03, 2012
Replied 24 minutes later
Hi,

To get the 'cone' to display in hammer you need to make sure the 'Toggle Helpers' button on the tool bar is pressed. Is the one next to the compile button.

Rob.

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kvalheim
24 Posts
Posted Jan 03, 2012
Replied 5 minutes later
ah.
that seems unbelievably obvious now!
^^;; thanks
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kvalheim
24 Posts
Posted Jan 03, 2012
Replied 45 minutes later

Quote:
Warning: env_projected_texture () forced off by (light1)

Appeared last time I ran the map. Also during hammer map run, said "error loading material" for flashlight material being used for the

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Mr. P. Kiwi
97 Posts
Posted Jan 04, 2012
Replied 14 hours later

kvalheim wrote:
Appeared last time I ran the map. Also during hammer map run, said "error loading material" for flashlight material being used for the...

Oh, the suspense is killing me, what is the flashlight material being used for?

Anyway, I had a similar problem once and what fixed it was changing the env_projectedtexture, you must have marked a flag, or had a parameter you didn't notice checked...
And if that doesn't work, you might find what you were looking for here...
Hope it helps.

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Robdon
204 Posts
Posted Jan 04, 2012
Replied 29 minutes later

kvalheim wrote:
Quote:

Warning: env_projected_texture () forced off by (light1)

You can only have 1 env_projected_texture active at a time, or others will force it off (with that message).

Maybe there are other lighting / shadow entities that also cannot be on at the same time.

What entity is the one you've named 'light1'?

Rob.

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kvalheim
24 Posts
Posted Jan 04, 2012
Replied 6 hours later
"light1" is the name of the env_projectedtexture!
I don't name normal lights.
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kvalheim
24 Posts
Posted Jan 04, 2012
Replied 1 minute later

Mr. P. Kiwi wrote:
kvalheim wrote:

Appeared last time I ran the map. Also during hammer map run, said "error loading material" for flashlight material being used for the...

Oh, the suspense is killing me, what is the flashlight material being used for?

Anyway, I had a similar problem once and what fixed it was changing the env_projectedtexture, you must have marked a flag, or had a parameter you didn't notice checked...
And if that doesn't work, you might find what you were looking for here...
Hope it helps.

It cut my message!

Quote:
being used for the env_projectedtexture.

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Robdon
204 Posts
Posted Jan 04, 2012
Replied 15 minutes later

kvalheim wrote:
"light1" is the name of the env_projectedtexture!
I don't name normal lights.

Ah ha, ok then that means you have 2 env_projectedtexture in your map.

And you have them both set to 'enabled'. But only 1 can be enabled at a time, so the first one is automatically turned off by the engine when the 2nd one tries to get enabled at startup.

Are they both in view at the same time?

If so, you will have to pick 1 to have and remove the other, or if you follow the link Mr P Kiwi gave you it does describe methods of how to overcome this, but I've not tried them.

If they are in different places on your map, and they are not visible at the same time, then place triggers to turn one off and the other on when you get closer to it.

Rob.

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kvalheim
24 Posts
Posted Jan 04, 2012
Replied 8 minutes later
I have three in my map, but two are from the elevator instances. Had four, deleted a useless ceiling one. Not sure if those are affecting it, can't see any other cause as of yet.
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Robdon
204 Posts
Posted Jan 04, 2012
Replied 18 minutes later
Are you using the standard elevator instances?... cause I didnt think they have env_projectedtexture in them normally.

All you can do then, is use triggers to turn them off, when you get out of sight of them, so only 1 is ever enabled at a time.

Rob.

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kvalheim
24 Posts
Posted Jan 04, 2012
Replied 1 minutes later
Oh, I got it working. Had to turn up the brightness a LOT, and used a trigger to enable the projected_texture