Editing Shadow groups

Jump to: navigation, search

Warning: You are not logged in.

Your IP address will be recorded in this page's edit history.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
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. Shadow groups are used to hijack the shadow casting in order to fix bugs, remove unneeded shadows or add shadow casting for bmodels.
+
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. BloodMap allows shadow groups from -127 to 127.
+
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:
 
Shadows groups are applied during lightmapping of entity using this rules:
Line 15: Line 17:
 
#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).
  
{{tip|This rules is written against BloodMap compiler, Q3map2 rules may differ}}
+
{note|this rules is written against BloodMap compiler, Q3map2 rules may differ}
 
+
=Default shadow groups=
+
By default [[worldspawn]] and [[func_group]] have cast shadows and receive shadows 1. All other entities are mean to be moved/deleted during gameplat and so have cast shadows 0 and receive shadows 1.
+
  
Mapper can make levels to look better if entities which are known to be static (such as func_walls, trains rendered in the start position etc.) will receive explicit shadow casting.
+
=Usage=
 +
Shadow groups are used to hijack the shadow casting in order to fix bugs, remove unneeded shadows or add shadow casting for bmodels.
  
==Usage example 1: Trap made of func_train==
+
==Example 1: Trap made of func_train ==
  
 
You have two func_trains one replacing other during trap activation (Blood Omen spike traps). So you need both trains be rendered in their destinatino position, having world shadows cast upon them, but not casting shadows from each other.  
 
You have two func_trains one replacing other during trap activation (Blood Omen spike traps). So you need both trains be rendered in their destinatino position, having world shadows cast upon them, but not casting shadows from each other.  

Please note that all contributions to Blood Wiki are considered to be released under the Creative Commons Attribution Share Alike (see BloodWiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel | Editing help (opens in new window)

This page is a member of 1 hidden category:

Personal tools
Namespaces

Variants
Actions
Navigation
Toolbox