Shadow control: Difference between revisions
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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:
Warning:Never disable, otherwise game will crash on map launch.
m (Combine) |
SirYodaJedi (talk | contribs) m (→Inputs) |
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{{IO|SetShadowsDisabled|Set shadows disabled state.|param=integer}} | {{IO|SetShadowsDisabled|Set shadows disabled state.|param=integer}} | ||
{{IO|SetForceBlobsEnabled|Set shadows blob state.|param=integer|only=BMS}} | {{IO|SetForceBlobsEnabled|Set shadows blob state.|param=integer|only=BMS}} | ||
{{warning|Never set 0, otherwise game will crash with this message.}} | :{{warning|Never set 0, otherwise game will crash with this message.}} | ||
{| border=0 cellspacing=0 cellpadding=0 | :{| border=0 cellspacing=0 cellpadding=0 | ||
| [[File:Blob.png | thumb | left | 510px | If you'll try set to 1]] | | [[File:Blob.png | thumb | left | 510px | If you'll try set to 1]] | ||
|} | |} |
Revision as of 19:35, 22 April 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:
|

- Since
Left 4 Dead, shadow direction can be determined by local lights instead of a global value. See below for more details.
- Deprecated in
Counter-Strike: Global Offensive. Use
env_cascade_light
instead - 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.
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.
Warning:Never set 0, otherwise game will crash with this message.
- SetShadowsFromLocalLightsEnabled <integer > (in all games since
) (also in
)
- Set local light shadows enabled state.
Note:This input may not be available in some FGDs.