Shadow groups

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A numbers should be used for shadows groups. Blood map allows shadow groups from -127 to 127.
 
A numbers should be used for shadows groups. Blood map allows shadow groups from -127 to 127.
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By default [[worldspawn]] and [[func_group]] have cast shadows and receive shadows 1. All other entities have cast shadows 0 and receive shadows 1.
  
 
Shadows groups are applied during lightmapping of entity using this rules:
 
Shadows groups are applied during lightmapping of entity using this rules:
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#Cast shadows is > 1: only cast shadows on objects with same abs(receive shadows) and worldspawn.
 
#Cast shadows is > 1: only cast shadows on objects with same abs(receive shadows) and worldspawn.
 
#Cast shadows is < 1: only cast shadows on objects with same abs(receive shadows).
 
#Cast shadows is < 1: only cast shadows on objects with same abs(receive 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.
 
  
 
=See also=
 
=See also=

Revision as of 02:17, 21 July 2014

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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. Blood map allows shadow groups from -127 to 127.

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

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

  1. Receive shadows is 0: object will not receive shadows from anything (occlusion test is skipped)
  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).
  1. Cast shadows is 0: object will not cast any shadows (not included in raytracing tree).
  2. Cast shadows is 1: only cast shadows on objects with receive shadows 1 (the worldspawn receive shadows).
  3. Cast shadows is > 1: only cast shadows on objects with same abs(receive shadows) and worldspawn.
  4. Cast shadows is < 1: only cast shadows on objects with same abs(receive shadows).

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