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[SOLVED] Parenting env_projectedtexture to portalgun

I solved it by using texture flashlight001. Thanks for help everyone.

Hi.

I'm making a map, where I have parented env_projectedtexture to portalgun on logic_auto. I have set the parent attachment to attachment point "muzzle". The texture will be turned on eventually by a trigger.

env_projectedtexture
FOV: 32
NearZ: 7
FarZ: 256
Camera space: 180
Texture Name: flashlight007

X Enabled
X Always update (moving light)

The problem is that it doesn't make a "flashlight effect", instead it's just messed up projection which doesn't even follow the vertical angles of the camera. Also, I have no idea what would I have to put to the camera space field.

Because I'm not very good in English, here are some pics about the problem:
http://cloud.steampowered.com/ugc/596954956096411697/6CA858C8CA2737368795111E947CFE2820E3495D/
http://cloud.steampowered.com/ugc/596954956096410703/46669E0618EBA469C6AF86DDF1754FA7C35DB94E/

Thanks in advance.

that is the best glitch i have ever seen.

anyway, im fairly new to hammer and stuff, but i know there is a command in the console (impulse 100 i think) that turns on a flashlight like that, is there a way to run commands from in hammer?
edit: chacked the vdc it IS impulse 100 and its not a cheat, so yeah... if that helps...

nathanle1406 wrote:
that is the best glitch i have ever seen.

anyway, im fairly new to hammer and stuff, but i know there is a command in the console (impulse 100 i think) that turns on a flashlight like that, is there a way to run commands from in hammer?
edit: chacked the vdc it IS impulse 100 and its not a cheat, so yeah... if that helps...

In Portal 2 it is actually classified as a cheat (I have never got it work without sv_cheats). I prefer env_projectedtexture because of that, and also you can customize it (as far as I know, impulse 100 can't be adjusted).

And yes, there is a way to run commands with the point_clientcommand entity.

You know Theres a console command for a flashlight
Impulse 100 or something.

spongylover123 wrote:
You know Theres a console command for a flashlight
Impulse 100 or something.

You know I just replied to that.

JakeeeD wrote:
In Portal 2 it is actually classified as a cheat (I have never got it work without sv_cheats). I prefer env_projectedtexture because of that, and also you can customize it (as far as I know, impulse 100 can't be adjusted).

But valve made sv_allow_moile_portals work in the neurotoxin level, and that's a cheat command, but valve made it happen somehow with the point_clientcommand.

Yes they did, but it wasn't initially a cheat code. They did classify it as a cheat later with the DLC and it broke the level.

And as I said, impulse 100 would give too small range for me.

JakeeeD wrote:
Yes they did, but it wasn't initially a cheat code. They did classify it as a cheat later with the DLC and it broke the level.

And as I said, impulse 100 would give too small range for me.

Actually the moving portals in that level are a trick. I played after the DLC and they worked fine.

It is NOT a sphere. It is an edgeless safety cube.

you can however change some settings on the flashlight, r_flashlightbrightness is one i use sometimes for lighting far away things if thats what you need. however, im a noob to hammer so im not to sure other ways to do this

nathanle1406 wrote:
you can however change some settings on the flashlight, r_flashlightbrightness is one i use sometimes for lighting far away things if thats what you need. however, im a noob to hammer so im not to sure other ways to do this

It's still a cheat and I don't think big "sv_cheats changed to 1" text looks so good. There's maybe some way to do it with impulse 100 but as I said, I want to use env_projectedtexture.

EDIT: I solved the problem by changing the texture to flashlight001. It works now.

Thanks for help.