Projected Texture

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satchmo
415 Posts
Posted Aug 26, 2011
When you use env_projectedtexture, do you need to adjust the lightmap grid accordingly to optimize the effect? Can you leave the lightmap density the way it is (usually at 16) to have sharp shadows?

I know I could have just tested it myself, but I am leaving for work and I don't have time to compile the experiment. Thanks.

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KenJeKenny!?
238 Posts
Posted Aug 26, 2011
Replied 34 minutes later

satchmo wrote:
When you use env_projectedtexture, do you need to adjust the lightmap grid accordingly to optimize the effect? Can you leave the lightmap density the way it is (usually at 16) to have sharp shadows?

I know I could have just tested it myself, but I am leaving for work and I don't have time to compile the experiment. Thanks.

Really depends on the situation... so youll just have to try and see... and adjust lightmap if necesarry...

for example; in this screenshot i used a projectedtexture with a default lightmap density.

(click to enlarge)
img

But in a different situation i did get sharp shadows... so it's always different and i think it also depends on wether it's a brush or a prop that is casting the shadow.

EDIT:
Almost forgot to mention... don't go crazy with the lightmap density... because it can dramaticly increase file size & loading times and also decrease frame rate.

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Skotty
671 Posts
Posted Aug 26, 2011
Replied 2 hours later
I for my part just use projected texture if some bigger parts are moving and I want them to have good shadows. If I got static rooms I just use normal lighting with standard lightmap 8 (and lower).
You have to know when to use it right and when it's wasting resources.
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KenJeKenny!?
238 Posts
Posted Aug 26, 2011
Replied 32 minutes later

Skotty wrote:
I for my part just use projected texture if some bigger parts are moving and I want them to have good shadows. If I got static rooms I just use normal lighting with standard lightmap 8 (and lower).
You have to know when to use it right and when it's wasting resources.

What light entities do you use then? light_dynamic + specific compiling settings?

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satchmo
415 Posts
Posted Aug 26, 2011
Replied 52 minutes later
light_dynamic only when you have moving props. Projected texture is very expensive real-time rendering. It puts a lot of strain to the engine and your GPU. Any lesser computer could crumble under pressure.
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Skotty
671 Posts
Posted Aug 26, 2011
Replied 3 hours later
Exactly. I just use normal light, light_spot and light textures. If there are any moving parts where prerendered shadows are not good enough I use env_projected_texture... just there.

Light_dynamic is something you could remove from Hammer. It's nearly useless.

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satchmo
415 Posts
Posted Aug 26, 2011
Replied 31 minutes later

Quote:
Light_dynamic is something you could remove from Hammer. It's nearly useless.

It's useful for the Half-Life 2 scanners, especially in the dark interior of the Citadel.

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Skotty
671 Posts
Posted Aug 26, 2011
Replied 2 hours later
Yes, but that's it. It makes more problems than it brings.
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satchmo
415 Posts
Posted Aug 27, 2011
Replied 13 hours later

Skotty wrote:
Yes, but that's it. It makes more problems than it brings.

I know, I know.

And I have no idea why point_spotlight uses dynamic lighting by default. Such a stupid idea.

So everyone knows, turn it off if you ever use this entity.

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satchmo
415 Posts
Posted Aug 28, 2011
Replied 1 day later
Actually, it just occurred to me that one of the best use of dynamic lighting is right here in Portal 2.

Remember Wheatley's flashlight that he turned on in the backstage section? That was pretty awesome use of dynamic lighting and shadow effects.

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Skotty
671 Posts
Posted Aug 28, 2011
Replied 3 hours later
Yes that's right. Use it in dark areas with moving parts or move itself in dark parts.
For example the alarm lights before you enter the closed parts of the lower levels.