Projected Textures: ingame and Hammer
Quote from kvalheim on January 3, 2012, 5:33 pmSmall problem - Light_spots, env_projected textures and anything really using the "cone" effect in hammer to show radius, the cone isn't showing in Hammer.
Also, the projected texture in my map seems to be having no effect. It's enables, light world, cast shadows, high quality shadows, but area still only seems to be being lit by the light entity on the bts_light instance.
Small problem - Light_spots, env_projected textures and anything really using the "cone" effect in hammer to show radius, the cone isn't showing in Hammer.
Also, the projected texture in my map seems to be having no effect. It's enables, light world, cast shadows, high quality shadows, but area still only seems to be being lit by the light entity on the bts_light instance.
Quote from Robdon on January 3, 2012, 5:57 pmHi,
To get the 'cone' to display in hammer you need to make sure the 'Toggle Helpers' button on the tool bar is pressed. Is the one next to the compile button.
Rob.
Hi,
To get the 'cone' to display in hammer you need to make sure the 'Toggle Helpers' button on the tool bar is pressed. Is the one next to the compile button.
Rob.
Quote from kvalheim on January 3, 2012, 6:48 pmQuote:Warning: env_projected_texture () forced off by (light1)Appeared last time I ran the map. Also during hammer map run, said "error loading material" for flashlight material being used for the
Appeared last time I ran the map. Also during hammer map run, said "error loading material" for flashlight material being used for the
Quote from Mr. P. Kiwi on January 4, 2012, 9:03 amkvalheim wrote:Appeared last time I ran the map. Also during hammer map run, said "error loading material" for flashlight material being used for the...Oh, the suspense is killing me, what is the flashlight material being used for?
Anyway, I had a similar problem once and what fixed it was changing the env_projectedtexture, you must have marked a flag, or had a parameter you didn't notice checked...
And if that doesn't work, you might find what you were looking for here...
Hope it helps.
Oh, the suspense is killing me, what is the flashlight material being used for?
Anyway, I had a similar problem once and what fixed it was changing the env_projectedtexture, you must have marked a flag, or had a parameter you didn't notice checked...
And if that doesn't work, you might find what you were looking for here...
Hope it helps.
Quote from Robdon on January 4, 2012, 9:32 amkvalheim wrote:Quote:Warning: env_projected_texture () forced off by (light1)You can only have 1 env_projected_texture active at a time, or others will force it off (with that message).
Maybe there are other lighting / shadow entities that also cannot be on at the same time.
What entity is the one you've named 'light1'?
Rob.
You can only have 1 env_projected_texture active at a time, or others will force it off (with that message).
Maybe there are other lighting / shadow entities that also cannot be on at the same time.
What entity is the one you've named 'light1'?
Rob.
Quote from kvalheim on January 4, 2012, 4:11 pmMr. P. Kiwi wrote:kvalheim wrote:Appeared last time I ran the map. Also during hammer map run, said "error loading material" for flashlight material being used for the...Oh, the suspense is killing me, what is the flashlight material being used for?
Anyway, I had a similar problem once and what fixed it was changing the env_projectedtexture, you must have marked a flag, or had a parameter you didn't notice checked...
And if that doesn't work, you might find what you were looking for here...
Hope it helps.It cut my message!
Quote:being used for the env_projectedtexture.
Oh, the suspense is killing me, what is the flashlight material being used for?
Anyway, I had a similar problem once and what fixed it was changing the env_projectedtexture, you must have marked a flag, or had a parameter you didn't notice checked...
And if that doesn't work, you might find what you were looking for here...
Hope it helps.
It cut my message!
Quote from Robdon on January 4, 2012, 4:26 pmkvalheim wrote:"light1" is the name of the env_projectedtexture!
I don't name normal lights.Ah ha, ok then that means you have 2 env_projectedtexture in your map.
And you have them both set to 'enabled'. But only 1 can be enabled at a time, so the first one is automatically turned off by the engine when the 2nd one tries to get enabled at startup.
Are they both in view at the same time?
If so, you will have to pick 1 to have and remove the other, or if you follow the link Mr P Kiwi gave you it does describe methods of how to overcome this, but I've not tried them.
If they are in different places on your map, and they are not visible at the same time, then place triggers to turn one off and the other on when you get closer to it.
Rob.
I don't name normal lights.
Ah ha, ok then that means you have 2 env_projectedtexture in your map.
And you have them both set to 'enabled'. But only 1 can be enabled at a time, so the first one is automatically turned off by the engine when the 2nd one tries to get enabled at startup.
Are they both in view at the same time?
If so, you will have to pick 1 to have and remove the other, or if you follow the link Mr P Kiwi gave you it does describe methods of how to overcome this, but I've not tried them.
If they are in different places on your map, and they are not visible at the same time, then place triggers to turn one off and the other on when you get closer to it.
Rob.
Quote from kvalheim on January 4, 2012, 4:35 pmI have three in my map, but two are from the elevator instances. Had four, deleted a useless ceiling one. Not sure if those are affecting it, can't see any other cause as of yet.
I have three in my map, but two are from the elevator instances. Had four, deleted a useless ceiling one. Not sure if those are affecting it, can't see any other cause as of yet.




