Shadow control: Difference between revisions

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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}}
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== 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.}}
{{KV Targetname}}


== Inputs ==
== Inputs ==

Revision as of 22:23, 8 February 2024

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C++ Class hierarchy
CShadowControl
CBaseEntity
C++ shadowcontrol.cpp

It defines the direction, color and attenuation distance of the dynamic shadows created by light_environment for the entire map.

Note.pngNote:Since Left 4 Dead Left 4 Dead, shadow direction can be determined by local lights instead of a global value. See below for more details.
Icon-Bug.pngBug:At least in Counter-Strike: Source 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 ?]

Template:Map properties

Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Left 4 DeadLeft 4 Dead 2Portal 2Counter-Strike: Global Offensive.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.
Note.pngNote:Deprecated in Counter-Strike: Global Offensive Counter-Strike: Global Offensive. Use env_cascade_light instead
Note.pngNote:In Black Mesa 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.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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.pngTip: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 Black Mesa)
Enable blobby shadows (same that you can see if use lowest shadow detail).
Warning.pngWarning:Never disable, otherwise game will crash on map launch.
Enable Local Light Shadows (enableshadowsfromlocallights) <boolean> (in all games since Left 4 Dead) (also in Garry's ModMapbasePortal 2: Community Edition)
Enable shadow direction to be calculated on a per-entity basis and to be dictated by the light closest to the entity.
Note.pngNote:This keyvalue may not be available in some FGDs.
Cpp.pngCode:There is a custom version of this feature which could run on previous versions of Source. Click here for more information.
Tip.pngTip:Pitch is the sun's angle of elevation from the ground, and yaw is its compass bearing.

Inputs

color <color255RedirectInput/color32>
Set the shadow color.
direction <vectorRedirectInput/Vector>
Set the shadow direction.
SetDistance <floatRedirectInput/float>
Set the maximum shadow cast distance.
SetAngles <stringRedirectInput/string>
Set the shadow direction.
SetShadowsDisabled <integerRedirectInput/integer>
Set shadows disabled state.
SetForceBlobsEnabled <integerRedirectInput/integer> (only in Black Mesa)
Set shadows blob state.
Warning.pngWarning:Never set 0, otherwise game will crash with this message.
If you'll try set to 1
SetShadowsFromLocalLightsEnabled <integerRedirectInput/integer> (in all games since Left 4 Dead) (also in Garry's ModMapbasePortal 2: Community Edition)
Set local light shadows enabled state.
Note.pngNote:This input may not be available in some FGDs.

See also