Feature request (shadow-cast switch)


(michi.be) #1

I would like an spawnflag for light-entities to tell them if the just illuminate the scene or if the cast a shadow on the geomerty.

Like in max or other 3d-apps.

Advantage: if you have several small lights to illuminate the scene you can tell only one light to cast a shadow. in some maps you see always several shadows witch came from nowhere.


(ydnar) #2

There are the _castshadows and _recieveshadows (or _cs/_rs) entity keys which can be applied to brush and model entities, but not to light entities.

One thing you might want to try using is a low-level jittered lightsource:

“classname” “light”
“light” “50”
“samples” “20”
“deviance” “32”

This will make 20 lights randomly distributed over a 32-unit area, totalling 50 brightness units. Any shadows generated by this light will be quite diffused.

y


(ratty redemption) #3

ydnar, with that amount of sampling, would it be much slower to compile then using a normal point light?


(ydnar) #4

Of course. More lights = more time, but it isn’t that significant.

y


(ratty redemption) #5

cool and I guess the end result in quality, is worth the little extra compile time :slight_smile:


(michi.be) #6

thx ydnar. that will help. :slight_smile: