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Updated Projected textures (markdown)
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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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A **projected texture** projects a texture as a dynamic light that affects the surfaces of brushes/models and (optionally) casts dynamic shadows. 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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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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Mapbase's projected textures are a mix of [Insolence's implementation of Alien Swarm projected textures](https://github.com/95Navigator/insolence-2013/commits/master), [City 17: Episode One's projected textures](https://github.com/KyleGospo/City-17-Episode-One-Source), [G-String's projected textures](https://github.com/Biohazard90/g-string_2013), [the VDC fixes](https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes), and Mapbase's own adjustments. It sounds like a nightmarish projected Frankenstein, but overall, they've 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. However, you could use the "-numshadowtextures" launch parameter before starting the game to set the shadow map limit yourself. This is based on the Gmod launch parameter of the same name.
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Mapbase's projected textures are a mix of [Insolence's implementation of Alien Swarm projected textures](https://github.com/95Navigator/insolence-2013/commits/master), [City 17: Episode One's projected textures](https://github.com/KyleGospo/City-17-Episode-One-Source), [G-String's projected textures](https://github.com/Biohazard90/g-string_2013), [the VDC fixes](https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes), and Mapbase's own adjustments. Most work is intended to fix the bugs surrounding projected textures in Source 2013 and enhance their capabilities. They're also compatible with maps that preclude Mapbase.
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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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Mapbase raises the number of shadow depth textures to `5`, meaning you could safely use up to `4` projected textures at any time. However, you could use the `-numshadowtextures` launch parameter before starting the game to set the shadow map limit yourself. This is based on the Gmod launch parameter of the same name.
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---
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## Shader changes
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