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Laporkan kesalahan penerjemahan
but when making maps you plan on releasing, its best to stay at 9, because you cant expect most people to change that in the launch settings.
one quirky thing about the entity is that it isn't actually considered a light entity. so you are not going to get any kind of ambient light from the entity, it merely just... projects a texture. so any ambient light that would be emitted from a light source has to be added in manually. thats what i did for that elevator area. you can see in the little areas where you get on an off the elevators, if the elevator is on a different floor, there is a slight glow. that is supposed to imitate bounce lighting, as if that projected texture was actually a light source. you can see that here. https://imgur.com/a/HBgshs4
im sorry this is a little disorganized, but i hope i explained it well!
the method i used is not hard to implement at all, and is extremely good to use in small amounts. i used the env_projectedtexture entity, which is the same entity spotlights in gmod use.
env_projectedtextures are the best way (in gmod's source engine at least) to get accurate, real-time shadows with lights.
i think the main reason mappers dont use it more often is that they read about it on the developer wiki and see that valve games only have a limit of 1 per level. scroll down a little more, and you'll see that gmod actually has a limit of 9 per level! ... another reason i think most mappers dont use it is they simply don't know about it.