Texture shadows: Difference between revisions
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Important:Only the alpha channels of the textures are used for shadow casting calculations. For example, stained glass windows using the Refract shader will be treated as opaque.
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To enable model texture shadows, add {{code|-TextureShadows}} to the [[VRAD]] parameters. | To enable model texture shadows, add {{code|-TextureShadows}} to the [[VRAD]] parameters. | ||
{{only|{{slammin}}}} To enable brush and displacement texture shadows, add {{code|-worldtextureshadows}} to the [[VRAD]] parameters. | {{only|{{slammin}}}} To enable brush and displacement texture shadows, add {{code|-worldtextureshadows}} (and optionally {{code|-translucentshadows}} for translucent shadows) to the [[VRAD]] parameters. | ||
{{modernImportant|Only the alpha channels of the textures are used for shadow casting calculations. For example, stained glass windows using the {{ent|Refract}} shader will be treated as opaque.}} | |||
== Models == | == Models == |
Revision as of 14:22, 19 March 2024
Texture shadows allow transparent model surfaces (not brushes or displacements!) to cast baked lightmap shadows.
To enable model texture shadows, add -TextureShadows to the VRAD parameters.
(only in ) To enable brush and displacement texture shadows, add -worldtextureshadows (and optionally -translucentshadows for translucent shadows) to the VRAD parameters.

Models
In QC
Add $casttextureshadows to the model's QC file to enable texture shadows.
Example:
$modelname "props_grate/metal_grate_64.mdl" $model body "metal_grate_64.smd" $staticprop $cdmaterials "metal/" $surfaceprop "metal" $contents "grate" $casttextureshadows
lights.rad
Texture shadows can be enabled on any prop without editing and recompiling the QC through the RAD file.
Example
forcetextureshadow props_underground/walkway_128a.mdl forcetextureshadow props_underground/walkway_128b.mdl