Shadow control: Difference between revisions
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Note:Since Template:Game name, shadow direction can be determined by local lights instead of a global value. See below for more details.
Bug:At least in
Counter-Strike: Source, if the current level does not have this entity, shadow properties (angles and distance) will transfer from previous map that had shadow_control. Confirm in other games. [todo tested in ?]
Confirm:Obsolete in Template:Game name? Possibly replaced by env_cascade_light.
Notfoundname (talk | contribs) No edit summary |
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: {{codenote|There is a custom version of this feature which could run on previous versions of Source. [[Dynamic RTT shadow angles in Source_2007|Click here]] for more information.}}|since={{l4d}}|also={{GMOD}}{{mapbase}}}} | : {{codenote|There is a custom version of this feature which could run on previous versions of Source. [[Dynamic RTT shadow angles in Source_2007|Click here]] for more information.}}|since={{l4d}}|also={{GMOD}}{{mapbase}}}} | ||
: {{tip|Pitch is the sun's angle of elevation from the ground, and yaw is its compass bearing.}} | : {{tip|Pitch is the sun's angle of elevation from the ground, and yaw is its compass bearing.}} | ||
{{KV | {{KV Targetname}} | ||
== Inputs == | == Inputs == | ||
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{{IO|SetShadowsFromLocalLightsEnabled|Set local light shadows enabled state. | {{IO|SetShadowsFromLocalLightsEnabled|Set local light shadows enabled state. | ||
: {{Note|This input may not be available in some [[FGD]]s.}}|param=integer|since={{l4d}}|also={{GMOD}}{{mapbase}}}} | : {{Note|This input may not be available in some [[FGD]]s.}}|param=integer|since={{l4d}}|also={{GMOD}}{{mapbase}}}} | ||
== See Also == | == See Also == |
Revision as of 11:50, 7 October 2022
Template:Base point It defines the direction, color and attenuation distance of the dynamic shadows created by light_environment for the entire map.




Keyvalues
- Shadow Color (color) <color255>
- This is the color of the shadows.
- Maximum Distance (distance) <float>
- This is the maximum distance the shadow is allowed to cast, in inches.
Tip:Shortening this distance can be used to approximate the effects of diffuse lighting.
- All Shadows Disabled (disableallshadows) <boolean>
- Disable shadows entirely.
- Enable Local Light Shadows (enableshadowsfromlocallights) <boolean> (in all games since
) (also in
)
- Enable shadow direction to be calculated on a per-entity basis and to be dictated by the light closest to the entity.
Note:This keyvalue may not be available in some FGDs.
Code:There is a custom version of this feature which could run on previous versions of Source. Click here for more information.
Tip:Pitch is the sun's angle of elevation from the ground, and yaw is its compass bearing.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- color <color255 >
- Set the shadow color.
- direction <vector >
- Set the shadow direction.
- SetDistance <float >
- Set the maximum shadow cast distance.
- SetAngles <string >
- Set the shadow direction.
- SetShadowsDisabled <integer >
- Set shadows disabled state.
- SetShadowsFromLocalLightsEnabled <integer > (in all games since
) (also in
)
- Set local light shadows enabled state.
Note:This input may not be available in some FGDs.