Shadow control: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
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 ?]
Note:Deprecated in 
 Counter-Strike: Global Offensive. Use 
Note:In Template:Format disabled by default. Also shadows always use lowest shadows detail setting, so that they look like a darkening under models, due to this they do not stand out against background of dynamic light sources. 
Warning:Never disable, otherwise game will crash on map launch.
Warning:Never set 0, otherwise game will crash with this message.
		
	
MyGamepedia (talk | contribs) No edit summary  | 
				MyGamepedia (talk | contribs)  No edit summary  | 
				||
| Line 8: | Line 8: | ||
{{clr}}  | {{clr}}  | ||
{{Note|Deprecated in {{csgo|4}}. Use <code>[[env_cascade_light]]</code> instead}}  | {{Note|Deprecated in {{csgo|4}}. Use <code>[[env_cascade_light]]</code> instead}}  | ||
{{Note|In {{Format  | {{Note|In {{Format|game=Black Mesa}} disabled by default. Also shadows always use lowest shadows detail setting, so that they look like a darkening under models, due to this they do not stand out against background of dynamic light sources.}}    | ||
== Keyvalues ==  | == Keyvalues ==  | ||
Revision as of 08:05, 16 September 2023
| CShadowControl | 
Template:Format It defines the direction, color and attenuation distance of the dynamic shadows created by light_environment for the entire map.
env_cascade_light insteadKeyvalues
- 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) <choices>
 - Disable shadows entirely.
 
- Force Blob shadows (ForceBlobShadows)  <choices> (only in 
) - Enable blobby shadows (same that you can see if use lowest shadow detail).|
 
- 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. 
parentnameortarget).
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.
 
- SetForceBlobsEnabled  <integer> (only in 
) - Set shadows blob 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.
