Projected textures?

eXuaL

L1: Registered
Mar 15, 2011
16
0
Hey guys, after my lighting works again i have a new idea, though i'm not sure if this works with tf2.

Basicly, what i wanted to do is create a env_projectedtexture projecting a texture on a ceiling, now i heard this isnt supported for TF2

is this true? (main question)



if its not and someone knows how to make them, could you explain me how to
this:


1300456619-530.jpg


if someone might know if this works for tf2, could you explain me how?

(i've searched google for it myself and haven't succeeded in finding anything on this.)

Thanks

eXuaL
 
Last edited:
Aug 10, 2009
1,240
399
Are you talking about really detailed shadows? For example you would be able to see the fence on the ceiling?

If yes, then I can answer to the best of my knowledge.

Basically, seeing as that's a texture, the best way I can suggest that you make that texture cast shadows (well an easy way, a bit sloppy though) is to draw really thin blocklights over the bars of the texture, and lower the lightmap on the ceiling so that the shadows can be more detailed. Lowering the lightmap essentially lowers the area of each unit calculated while VRAD works, or raises resolution of your shadows.

You might also try just making the grates out of brushwork, whilst lowering the lightmap.

However, take note: This grate's going to have a dark effect on your map, so if you don't treat it right, it could come off as too realistic/not TF2-ish.
 
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eXuaL

L1: Registered
Mar 15, 2011
16
0
so i guess a block light automaticly emits light, if so i'm going to try that in combination of the ceiling with a lightmap of 4
 

eXuaL

L1: Registered
Mar 15, 2011
16
0
can't i make a brushwork near wall, which is invisible but is still eligible for shadows etc?
 

eXuaL

L1: Registered
Mar 15, 2011
16
0
i got it working, thanks, used nodraw brushes with lightmap scale 1.

Thanks,

eXuaL

/close
 
Aug 10, 2009
1,240
399
Wait, I'm confused.

You project an image.

You cast a shadow.

Are we casting the shadow of the fence, or are we projecting another image entirely?

If you want to cast shadows, you're going to need something to block the light coming out of the lava, or out of the light source near the lava. This light source should be under the grate if you want it to be the most realistic. In order to block the light, you're going to need to make nodraw or blocklight textured brushes over the texture where the metal is. This will block the light and cast the shadow. However, unless your lightmap is quite low on the brush the shadow is being cast onto (the ceiling) then you won't see a crisp shadow, which I assume you want. So you're going to need to put brushes over the texture (inside it, where the metal is, so players don't run into the brushes), and lower the lightmap to 1-3 on the ceiling to give a sharp unblurred shadow from the grate.

Derp ninja'd :O
 

markcocjin

L1: Registered
Feb 19, 2011
9
3
eXuaL, if you're trying to be realistic, in the real world, lava won't cast shadows of the grate unto the under slab.

Lava or coals or any similar glowing objects project a diffused light. Judging from the surface of your glowing material, its distance from the grate, the thickness of the grate, and the grate's distance from the surface projected to, you won't see any shadows.

A shadow falls off the farther it is from the surface. Even more so if the object is small or thin and the light source is weak and indirect.