[SOLVED]Env_projectedtexture not projecting
Quote from Villethemina on August 8, 2012, 3:13 pmSo I have a panel that opens on my map and behind it is a room with an env_projectedtexture on the ceiling. I want the env_projectedtexture to cast light on the floor when the panel opens but it won't do it.
Here's a picture of what I'm talking about:
I have set the env_projectedtexture's flag to always update and it's (obviously) enabled. The projectedtexture projects on the backside of the panel though but not elsewhere.
I have validated both portal2 and hammer files.
So I have a panel that opens on my map and behind it is a room with an env_projectedtexture on the ceiling. I want the env_projectedtexture to cast light on the floor when the panel opens but it won't do it.
Here's a picture of what I'm talking about:
I have set the env_projectedtexture's flag to always update and it's (obviously) enabled. The projectedtexture projects on the backside of the panel though but not elsewhere.
I have validated both portal2 and hammer files.
Quote from Brainstone on August 8, 2012, 4:14 pm1. Do you actually turn on the projected texture, when the player enters the room?
2. Is "cast shadows" set to yes? (otherwise, the light will always shine through the panel)
3. Has it a noticeable brightness?I suppose you have an entry elevator in your map and it's 1.
1. Do you actually turn on the projected texture, when the player enters the room?
2. Is "cast shadows" set to yes? (otherwise, the light will always shine through the panel)
3. Has it a noticeable brightness?
I suppose you have an entry elevator in your map and it's 1.
Quote from Robdon on August 8, 2012, 4:44 pmHi,
Do you have any other env_projectedtexture entities, as you can only have one active at a time, so if another one is active, this one will turn off automatically.
Hi,
Do you have any other env_projectedtexture entities, as you can only have one active at a time, so if another one is active, this one will turn off automatically.

Quote from BenVlodgi on August 8, 2012, 9:47 pmIf I remember right, you cant have them start enabled, you have to turn them on once the map has begun, I might be wrong about that, but I'd try that, also make sure the distance it travels is like atleast 16, for the min, and not HUGE for the max
I may be confusing entities can remember... anyways try that
If I remember right, you cant have them start enabled, you have to turn them on once the map has begun, I might be wrong about that, but I'd try that, also make sure the distance it travels is like atleast 16, for the min, and not HUGE for the max
I may be confusing entities can remember... anyways try that

Quote from josepezdj on August 9, 2012, 7:45 amBenVlodgi wrote:If I remember right, you cant have them start enabled, you have to turn them on once the map has begun, I might be wrong about that,Well, normally yes, but only because we all use to have an entrance elevator which already has an env_proj_tex in it (into the arrival_elevator_logic instance) and that normally is enabled. Starting from there, the most logical way of proceeding is to set all the rest of env_proj_tex as disabled and trigger them as the player goes thorugh the map
Well, normally yes, but only because we all use to have an entrance elevator which already has an env_proj_tex in it (into the arrival_elevator_logic instance) and that normally is enabled. Starting from there, the most logical way of proceeding is to set all the rest of env_proj_tex as disabled and trigger them as the player goes thorugh the map
Quote from Villethemina on August 9, 2012, 9:56 amThanks everyone for your answers.
Brainstone wrote:1. Do you actually turn on the projected texture, when the player enters the room?
2. Is "cast shadows" set to yes? (otherwise, the light will always shine through the panel)
3. Has it a noticeable brightness?I suppose you have an entry elevator in your map and it's 1.
1. Yes. It works otherwise but it doesn't cast behind the panel
2. Yes
3. Yes. You can see it elsewhere.And I don't have an elevator on my map.
Robdon wrote:Hi,Do you have any other env_projectedtexture entities, as you can only have one active at a time, so if another one is active, this one will turn off automatically.
I only have one.
BenVlodgi wrote:If I remember right, you cant have them start enabled, you have to turn them on once the map has begun, I might be wrong about that, but I'd try that, also make sure the distance it travels is like atleast 16, for the min, and not HUGE for the max
I may be confusing entities can remember... anyways try thatThat was useful. I'll try that.
Edit: Now it does this:
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I'll try to investigate what makes that happen.And yes I have "enable shadows" set as yes as Brainstone told me to.
Edit 2: Ok so apparently everything works well unless I set the FOV of the projected texture to too high. Thats weird...
Anyways thanks everyone for your help I think this can be considered fixed now.
Thanks everyone for your answers.
2. Is "cast shadows" set to yes? (otherwise, the light will always shine through the panel)
3. Has it a noticeable brightness?
I suppose you have an entry elevator in your map and it's 1.
1. Yes. It works otherwise but it doesn't cast behind the panel
2. Yes
3. Yes. You can see it elsewhere.
And I don't have an elevator on my map.
Do you have any other env_projectedtexture entities, as you can only have one active at a time, so if another one is active, this one will turn off automatically.
I only have one.
I may be confusing entities can remember... anyways try that
That was useful. I'll try that.
Edit: Now it does this:
I'll try to investigate what makes that happen.
And yes I have "enable shadows" set as yes as Brainstone told me to.
Edit 2: Ok so apparently everything works well unless I set the FOV of the projected texture to too high. Thats weird...
Anyways thanks everyone for your help I think this can be considered fixed now.


Quote from msleeper on August 9, 2012, 7:14 pm
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[07:14] <Kaleido> http://forums.thinking.withportals.com/mapping-help/env-projectedtexture-not-projecting-t7189.html
[07:14] <Kaleido> someone type in that thread to never make projected textures go over 90 degrees
[07:14] <Kaleido> i dont want to log in
- Code: Select all
[07:14] <Kaleido> http://forums.thinking.withportals.com/mapping-help/env-projectedtexture-not-projecting-t7189.html
[07:14] <Kaleido> someone type in that thread to never make projected textures go over 90 degrees
[07:14] <Kaleido> i dont want to log in
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
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Quote from Villethemina on August 10, 2012, 5:02 pmnpc_msleeper_boss wrote:
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[07:14] <Kaleido> http://forums.thinking.withportals.com/mapping-help/env-projectedtexture-not-projecting-t7189.html
[07:14] <Kaleido> someone type in that thread to never make projected textures go over 90 degrees
[07:14] <Kaleido> i dont want to log inI still have it as 120 and it works perfectly
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[07:14] <Kaleido> http://forums.thinking.withportals.com/mapping-help/env-projectedtexture-not-projecting-t7189.html
[07:14] <Kaleido> someone type in that thread to never make projected textures go over 90 degrees
[07:14] <Kaleido> i dont want to log in
I still have it as 120 and it works perfectly
Quote from Skotty on August 10, 2012, 5:15 pm... but could cause problems.
Besides: The smaller the FOV is, the sharper/quality of the shadows are.
... but could cause problems.
Besides: The smaller the FOV is, the sharper/quality of the shadows are.