Shadow groups
From Blood Wiki
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− | 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 ( | + | 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) | + | #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. | ||
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+ | =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
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:
- 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 same abs(cast shadows) and 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.
Shadow groups and ambient occlusion
Shadow groups affects the looks of ambient occlusion. Mostly the gain effect (which brightens the edges).