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Projected Texture

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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.

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)
Image

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.

.:: [SP] Lost in Testing :: #1 :: #2 :: #3 :: #4 ::.

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.

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?

.:: [SP] Lost in Testing :: #1 :: #2 :: #3 :: #4 ::.

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.

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.

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.

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

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.

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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