Shadows on textures
Konke wrote:
Isn't that the real time lighting? Sorry, I'm still pretty new to Hammer. Isn't there another way that doesn't cost as much hardware resources?
An env_projected_texture is what is used in most maps. It is in no way the real-time lighting. It projects a texture (hence the name) on ALL faces in the form of a shadow, which will mimic how a real-life shadow would look.
In any case, if I'm not mistaken: the env_projectedtexture is very expensive, no? That's why I've been trying not to use it in my map. Besides, I'd have to use two of the env_projectedtexture entities since I've got the shadow issue in two separate places, and as far as I'm concerned I'm only limited to one env_projected texture.
Please correct me if I'm wrong! If this is the case - is there another solution that is cheaper? And thanks for the answers so far!
This is the only approximation to 'real time' lighting in Source. It is used heavily in Valve's Portal 2 maps, so I wouldn't worry to much about the cost of it.
Skotty wrote:
A wrong texture name could be a problem.
What do you mean?
I've also tried to directly copy already working env_projectedtexture from another map to mine but it didn't work so there's something wrong with my map.
iWork925 wrote:
Is it activated automatically or through IO? Could you post vmf?
I chose the Enabled flag and don't have any outputs/inputs on the entity.
What's the vmf you want me to post?
I do use cube dropper instances and elevator instances that I've seen from tutorials from TopHattWaffle. There are some different instances that were implemented to the map, one that even gave me fog when I just wanted the elevator. Could one of those instances have a env_projectedtexture entity that's on and needs to be turned off before I can use one of my own?
Konke wrote:
iWork925 wrote:Is it activated automatically or through IO? Could you post vmf?
I chose the Enabled flag and don't have any outputs/inputs on the entity.
*What's the vmf you want me to post? *
I do use cube dropper instances and elevator instances that I've seen from tutorials from TopHattWaffle. There are some different instances that were implemented to the map, one that even gave me fog when I just wanted the elevator. Could one of those instances have a env_projectedtexture entity that's on and needs to be turned off before I can use one of my own?
Maybe you should also read some tutorials on the VDC
The Elevator env_projected_texture turns your env_projected_texture off, set an input to yours, "TurnOn"
TheTobbell wrote:
Konke wrote:iWork925 wrote:
Is it activated automatically or through IO? Could you post vmf?
I chose the Enabled flag and don't have any outputs/inputs on the entity.
*What's the vmf you want me to post? *
I do use cube dropper instances and elevator instances that I've seen from tutorials from TopHattWaffle. There are some different instances that were implemented to the map, one that even gave me fog when I just wanted the elevator. Could one of those instances have a env_projectedtexture entity that's on and needs to be turned off before I can use one of my own?
Maybe you should also read some tutorials on the VDC
The Elevator env_projected_texture turns your env_projected_texture off, set an input to yours, "TurnOn"
Thanks, it worked when I triggered it!
I do read tutorials and watch youtube tutorials, but also seek help here on the forum when I don't find my own answers.
When I changed to the projected texture my FPS droppen about 30, which I find is quite a lot.
Konke wrote:
I have a MacBook Pro from 2010 with GeForce 9600M 256MB, but I play in Windows 7. I have set my graphic options to max in Portal 2 and so far my map has had about 60 fps in average, depending on the location. Now it has about 30 fps.
You're using max settings on a geforce 9600m with 256mb? okay 
Also, you set the FarZ to 1600 Units? Do you really need these shadows at a distance of 1600 units? I would use at this distance some normal shadows, that's cheaper
Hmm, now there's a thought. I just thought the entire map should be with real time shadows.
Konke wrote:
I just thought the entire map should be with real time shadows.
I think youre missunderstanding the env_projected_texture.
This entity doesnt make your map "realtime shadowed". It just projects a texture (in this case a complete white texture). And its just like a projector (in rl), who makes shadows (for example) if a person is in the shadow, so you see his shadow on the wall.
So you can use this entity somewhere in your map, that projects a texture, and then you have these nice shadows at this place. But its expensive, because the shadows are rendered in realtime. And with FarZ you can set, how far this texture should be rendered. (Decreasing FarZ -> Better performance).
And then there are some normal shadows (using normal lights etc.) who are static, and much cheaper.