[SOLVED]Env_projectedtexture not projecting

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Villethemina
40 Posts
Posted Aug 08, 2012
So I have a panel that opens on my map and behind it is a room with an env_projectedtexture on the ceiling. I want the env_projectedtexture to cast light on the floor when the panel opens but it won't do it. :angrysquare:

Here's a picture of what I'm talking about:
img

I have set the env_projectedtexture's flag to always update and it's (obviously) enabled. The projectedtexture projects on the backside of the panel though but not elsewhere.

I have validated both portal2 and hammer files.

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Brainstone
401 Posts
Posted Aug 08, 2012
Replied 1 hour later
  1. Do you actually turn on the projected texture, when the player enters the room?
  2. Is "cast shadows" set to yes? (otherwise, the light will always shine through the panel)
  3. Has it a noticeable brightness?

I suppose you have an entry elevator in your map and it's 1.

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Robdon
204 Posts
Posted Aug 08, 2012
Replied 30 minutes later
Hi,

Do you have any other env_projectedtexture entities, as you can only have one active at a time, so if another one is active, this one will turn off automatically.

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BenVlodgi
633 Posts
Posted Aug 08, 2012
Replied 5 hours later
If I remember right, you cant have them start enabled, you have to turn them on once the map has begun, I might be wrong about that, but I'd try that, also make sure the distance it travels is like atleast 16, for the min, and not HUGE for the max
I may be confusing entities can remember... anyways try that
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josepezdj
2,386 Posts
Posted Aug 09, 2012
Replied 9 hours later

BenVlodgi wrote:
If I remember right, you cant have them start enabled, you have to turn them on once the map has begun, I might be wrong about that,

Well, normally yes, but only because we all use to have an entrance elevator which already has an env_proj_tex in it (into the arrival_elevator_logic instance) and that normally is enabled. Starting from there, the most logical way of proceeding is to set all the rest of *env_proj_tex * as disabled and trigger them as the player goes thorugh the map

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Villethemina
40 Posts
Posted Aug 09, 2012
Replied 2 hours later
Thanks everyone for your answers.

Brainstone wrote:
1. Do you actually turn on the projected texture, when the player enters the room?
2. Is "cast shadows" set to yes? (otherwise, the light will always shine through the panel)
3. Has it a noticeable brightness?

I suppose you have an entry elevator in your map and it's 1.

  1. Yes. It works otherwise but it doesn't cast behind the panel
  2. Yes
  3. Yes. You can see it elsewhere.

And I don't have an elevator on my map.

Robdon wrote:
Hi,

Do you have any other env_projectedtexture entities, as you can only have one active at a time, so if another one is active, this one will turn off automatically.

I only have one.

BenVlodgi wrote:
If I remember right, you cant have them start enabled, you have to turn them on once the map has begun, I might be wrong about that, but I'd try that, also make sure the distance it travels is like atleast 16, for the min, and not HUGE for the max
I may be confusing entities can remember... anyways try that

That was useful. I'll try that.

Edit: Now it does this: :lol:
img
I'll try to investigate what makes that happen.

And yes I have "enable shadows" set as yes as Brainstone told me to.

Edit 2: Ok so apparently everything works well unless I set the FOV of the projected texture to too high. Thats weird...

Anyways thanks everyone for your help I think this can be considered fixed now. :thumbup:

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BenVlodgi
633 Posts
Posted Aug 09, 2012
Replied 1 hour later
Glad I could help
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msleeper
4,136 Posts
Admin
Posted Aug 09, 2012
Replied 7 hours later
[07:14] <Kaleido> http://forums.thinking.withportals.com/mapping-help/env-projectedtexture-not-projecting-t7189.html
[07:14] <Kaleido> someone type in that thread to never make projected textures go over 90 degrees
[07:14] <Kaleido> i dont want to log in
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Villethemina
40 Posts
Posted Aug 10, 2012
Replied 21 hours later

npc_msleeper_boss wrote:
[07:14] <Kaleido> http://forums.thinking.withportals.com/mapping-help/env-projectedtexture-not-projecting-t7189.html [07:14] <Kaleido> someone type in that thread to never make projected textures go over 90 degrees [07:14] <Kaleido> i dont want to log in

I still have it as 120 and it works perfectly :eek:

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Skotty
671 Posts
Posted Aug 10, 2012
Replied 13 minutes later
... but could cause problems.

Besides: The smaller the FOV is, the sharper/quality of the shadows are.

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Kaleido
272 Posts
Posted Aug 10, 2012
Replied 16 minutes later

Villethemina wrote:
npc_msleeper_boss wrote:

[07:14] <Kaleido> http://forums.thinking.withportals.com/mapping-help/env-projectedtexture-not-projecting-t7189.html [07:14] <Kaleido> someone type in that thread to never make projected textures go over 90 degrees [07:14] <Kaleido> i dont want to log in

I still have it as 120 and it works perfectly :eek:

It starts deteriorating after 90. You'll start seeing some weird shadow behavior in the farthest edges of the FOV, especially for moving objects.

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Villethemina
40 Posts
Posted Aug 11, 2012
Replied 10 hours later

Kaleido wrote:
It starts deteriorating after 90. You'll start seeing some weird shadow behavior in the farthest edges of the FOV, especially for moving objects.

Skotty wrote:
... but could cause problems. Besides: The smaller the FOV is, the sharper/quality of the shadows are.

Ok thx for the info.