Shadow control: Difference between revisions
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Note:Since
Left 4 Dead, 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 ?]
Important:This is a preserved entity in 






.
If the game has round restart mechanics this entity may not behave as expected:
Note:Deprecated in
Counter-Strike: Global Offensive. Use
Note:In
Black Mesa shadows are 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.
Thunder4ik (talk | contribs) m (→See also: clean up, replaced: See Also → See also) |
(-preserved ent) |
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{{map_properties}} | {{map_properties}} | ||
{{PreservedEnt|shadow_control}} | |||
{{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}} | ||
Line 11: | Line 12: | ||
== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV|Shadow Color|intn=color|color255|This is the color of the shadows.}} | {{KV|Shadow Color|intn=color|color255|This is the color of the shadows.}} | ||
{{KV|Maximum Distance|intn=distance|float|This is the maximum distance the shadow is allowed to cast, in inches. | {{KV|Maximum Distance|intn=distance|float|This is the maximum distance the shadow is allowed to cast, in inches. | ||
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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}}{{p2ce}}}} | : {{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}}{{p2ce}}}} | ||
: {{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.}} | ||
== Inputs == | == Inputs == |
Revision as of 22:23, 8 February 2024
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CShadowControl |
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It defines the direction, color and attenuation distance of the dynamic shadows created by light_environment for the entire map.













If the game has round restart mechanics this entity may not behave as expected:
|


env_cascade_light
instead

Keyvalues
- 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
- 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.
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.