Texture shadows
Jump to navigation
Jump to search
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, as will materials using $additive without $translucent.
Workaround:(only in
) Define a separate %alphatexture to use for casting shadows. This will work even without $translucent or $alphatest.
Note:Texture shadows always use full translucency in VRAD, even if $alphatest is used. If binary opacity is desired, a sharp alpha channel should be used.
Texture shadows allow model surfaces (not brushes or displacements!) to cast baked lightmap shadows based upon translucency of the $basetexture of materials with $alphatest or $translucent.
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 material 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