So I've been working my way through a lot of the fixes for projected textures, along with implementing what Gary has worked out concerning the grain. But I am looking to create an omnidirectional dynamic light source (i.e cast in all directions) for use for things such as a light from a flame/candle in the centre of the room.
There is a video which employs the effect, seen here:
Though I doubt he is willing to share the code edit (nor the team of C17 unfortunately)
I've been skimming through the .CPP files and reckon it's to do with the FOV angles of the projected texture, as merely setting it in hammer to 360 does not work (in fact it casts no light at all)
Any ideas/suggestions?














