World geometry not casting shadows from projected texture
Texture appearing where it should be blocked by observation room wall (also notice extruding panel doesn't produce a shadow either):
http://steamcommunity.com/sharedfiles/filedetails/?id=156850440
func_detail (and prop_button) failing to produce a shadow:
http://steamcommunity.com/sharedfiles/filedetails/?id=156850419
Make sure to set Enable shadows to yes, light only target to no, Simple projection to no and Light World to yes.
My only guess is the compile, man... Did you run a FULL compile, a Default, Fast....? I'd suggest you to revise the compile options to see if you ticked VRAD mode "Fast" or something, or check into the Expert compile window the line $light_exe in the case it's not ticked.
I'll try a compile myself later at home, ok? 
I already have all those settings (and I previously tried pretty much every combination of them in attempts to fix this issue).
@jose,
Doing a full compile with everything ticked. Also, the version you have is a placeholder with the PTI observation room chucked in there; I'm now in the process of replacing it with my own, but I'm having this problem.
Anyway, today I tried compiling again without changing anything, and the problem was semi-fixed - see below:
http://steamcommunity.com/sharedfiles/filedetails/?id=156909900
Still have issues with the floor being lit when it shouldn't, but otherwise it's recognising the walls of the observation chamber now. Just waiting for my Hammer files to validate to see if I have any problem there...
EDIT: Nope, validation didn't do anything; have played with it for a while more but I still have the projected texture lighting up the entire floor on that side instead of just the bits it can see, as you can tell from the above screenshot.
EDIT 2: Alright, this is a whole new level of bullshit:
http://steamcommunity.com/sharedfiles/filedetails/?id=156949036
It seems every floor texture works fine with the projection except for the one I'm using, even though I've used this exact texture in other maps with no issue.
Maybe this is Hammer's way of telling me to try out a new style. Still, I've gotta say - fuck you Hammer.
And make sure that the nearZ and farZ of the env_projectedtexture are set wide enough so they cover everything that the env_projectedtexture illuminates. (If you copied the PTI one, this shouldn't be a problem as it is set very wide already.)
Also:> El Farmerino wrote:
EDIT 2: Alright, this is a whole new level of bullshit:

Definitely not a vertex texture - that's the first thing I checked. And the projected texture is new (I only had the PTI one in there while I was getting the layout down and everything) but I did look at the FarZ settings (besides which, it's correctly lighting other brushes which are further away than this one).
@jose:
All the textures in my map are ticked for both 'World' and 'Face', which seems to be the default - to be perfectly honest, I never found out what those even mean. The other unaffected brushes have the same settings here, though.
Anyway, I've already thrown myself into reworking it as a destroyed chamber as I took all these problems as a sign to challenge myself (besides which, if I'm going to spend hours fiddling around in Hammer I'd like to have something to show for it). As such it's no longer a pressing concern for me any more, but thanks for all your help guys. Still, if anyone does manage to shed any light on this it'd be good for future reference.
El Farmerino wrote:
Still, if anyone does manage to shed any light on this it'd be good for future reference.
I see what you did there.
FelixGriffin wrote:
El Farmerino wrote:Still, if anyone does manage to shed any light on this it'd be good for future reference.
I see what you did there.
Actually that wasn't intentional, though I can see how you'd project that assumption on what I wrote.
El Farmerino wrote:
Still, if anyone does manage to shed any light on this it'd be good for future reference.

El Farmerino wrote:
Actually that wasn't intentional, though I can see how you'd project that assumption on what I wrote.
Aargh, stop it! 
Just to be absolutely sure: did you set the nearZ value closer than anything that casts a shadow? (Anything closer than the nearZ does not receive light and does not cast shadows.)
It is 4 by default, so if you didn't change it, then it isn't the problem.