Editing Shadow groups
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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 | + | 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. | + | 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). | #Cast shadows is < 1: only cast shadows on objects with same abs(receive shadows). | ||
− | { | + | {note|this rules is written against BloodMap compiler, Q3map2 rules may differ} |
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− | + | =Usage= | |
+ | Shadow groups are used to hijack the shadow casting in order to fix bugs, remove unneeded shadows or add shadow casting for bmodels. | ||
− | == | + | ==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. |