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Updated Projected textures (markdown)
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A **projected texture** is a projection of a texture, projecting it onto surfaces and (optionally) casting dynamic shadows. It's normally used to cast dynamic light and is also what the player's flashlight uses. Mappers can place their own projected textures via the "env_projectedtexture" entity. This entity is already available in most Source games, but only one could be active at the time (including the player's flashlight) and it suffered from several bugs in earlier branches of the engine, including Source 2013.
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In Mapbase, projected textures have been overhauled to make them more stable, more flexible, and more usable. Most of the bugs they suffered from in Source 2013 have been fixed and up to 5 can be active at a time, including the player's flashlight.
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Most of the work involved is based off of the Alien Swarm SDK, meaning env_projectedtextures use a lot of Alien Swarm I/O/KV and features, like the "Always Update" spawnflag. There's some new features as well, like the ability to set the FOV's width and height separately. (this causes shadow bugs, so be careful)
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A **projected texture** projects a texture onto the surfaces of brushes/models and (optionally) casts dynamic shadows. It's normally used to create dynamic light, like the player's flashlight. Mappers can place their own projected textures via the "env_projectedtexture" entity. [Click here for more information on projected textures in Source.](https://developer.valvesoftware.com/wiki/Env_projectedtexture)
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---
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In most Source games, only one shadow-casting projected texture could be active at the time, including the player's flashlight. It also suffered from several noticeable bugs in earlier branches of the engine, including Source 2013.
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In Mapbase, projected textures have become more stable, more flexible, and much more usable. Most of the bugs they suffered from in Source 2013 have been fixed and up to 5 shadow-casting projected textures can be active at a time, including the player's flashlight.
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Most of the work involved is based off of the Alien Swarm SDK, meaning env_projectedtextures use a lot of Alien Swarm I/O/KV and features, like the "Always Update" spawnflag. There's some other new features as well, like the ability to set the FOV's width and height separately, a feature from City 17: Episode One.
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---
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## Shader changes
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Mapbase uses shader code from Insolence's repository, which includes projected texture stuff ported from Alien Swarm. This fixes the reverse projection bug, adds a reflection, changes the way projected textures fade out, and more.
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<p align="center"><i>The projected textures in the following pictures have had their brightness scaled by 5 to make them more visible.</i></p>
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<p align="center">
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<img src="https://i.imgur.com/eI3RZs0.png" width="768"/>
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</p>
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