Shadow groups

From Blood Wiki
(Difference between revisions)
Jump to: navigation, search
m
m
Line 1: Line 1:
 
{{unfinished}}
 
{{unfinished}}
Shadows group is a combination of '''_cs''' (cast shadows) and '''_rs''' (receive shadows) [[entity]] keys used to control how entity cast lightmap/vertex light shadows. A numbers should be used for shadows groups (1, 2, 3, 100, 1000 etc.), negative values are allowed.
+
Shadows group is a combination of '''_cs''' (cast shadows) and '''_rs''' (receive shadows) [[entity]] keys used to control how entity cast lightmap/vertex light shadows. A numbers should be used for shadows groups (-127 to 127 etc.), negative values are allowed.
  
 
Shadows groups are applied during lightmapping of entity using this rules:
 
Shadows groups are applied during lightmapping of entity using this rules:
  
 +
#Receive shadows is 0: entity will not receive shadows from anything (occlusion test is not performed)
 
#Receive shadows is 1: only receive shadows from objects with cast shadows 1 (the worldspawn cast shadows).
 
#Receive shadows is 1: only receive shadows from objects with cast shadows 1 (the worldspawn cast shadows).
 
#Receive shadows is > 1: only receive shadows from objects with same abs(cast shadows) and worldspawn.
 
#Receive shadows is > 1: only receive shadows from objects with same abs(cast shadows) and worldspawn.
#Receive shadows is < 1: only receive shadows from objects with same abs(cast shadows) and no worldspawn.
+
#Receive shadows is < 1: only receive shadows from objects with same abs(cast shadows).
  
 
By default [[worldspawn]] and [[func_group]] have cast shadows and receive shadows 1. All other entities have cast shadows 0 and receive shadows 1.
 
By default [[worldspawn]] and [[func_group]] have cast shadows and receive shadows 1. All other entities have cast shadows 0 and receive shadows 1.
 +
 +
=Shadow groups and ambient occlusion=
 +
Shadow groups affects the looks of ambient occlusion. Mostly the gain effect (which brightens the edges).
  
 
=See also=
 
=See also=

Revision as of 01:54, 21 July 2014

This page is not finished
You can help by editing and extending it.

Shadows group is a combination of _cs (cast shadows) and _rs (receive shadows) entity keys used to control how entity cast lightmap/vertex light shadows. A numbers should be used for shadows groups (-127 to 127 etc.), negative values are allowed.

Shadows groups are applied during lightmapping of entity using this rules:

  1. Receive shadows is 0: entity will not receive shadows from anything (occlusion test is not performed)
  2. Receive shadows is 1: only receive shadows from objects with cast shadows 1 (the worldspawn cast shadows).
  3. Receive shadows is > 1: only receive shadows from objects with same abs(cast shadows) and worldspawn.
  4. Receive shadows is < 1: only receive shadows from objects with same abs(cast shadows).

By default worldspawn and func_group have cast shadows and receive shadows 1. All other entities have cast shadows 0 and receive shadows 1.

Shadow groups and ambient occlusion

Shadow groups affects the looks of ambient occlusion. Mostly the gain effect (which brightens the edges).

See also

Personal tools
Namespaces

Variants
Actions
Navigation
Toolbox