You could make the web tent itself cast shadow, probably by making a custom shader. If it is made out of patches, be sure that you compile with -patchshadows
You can make a shader that is invisible but casts shadows, something like this:
// cast shadows without showing up or clipping. Can be detail. Contributes
// to r_speeds. Other faces should be nodrawnonsolid. Note that this shader
// must be included with the final map, or your users will see holodeck.
textures/blah/shadowcast
{
q3map_bounce 0.0
qer_trans .5
surfaceparm nonsolid
surfaceparm nolightmap
{
map $whiteimage
alphaFunc GT0
alphaGen const 0
}
}
For it so show up in the editor, you would need an image named textures/blah/shadowcast as well.
It seems like there should be a more efficient way of doing this (one that doesn’t contribute to r_speeds) but if there is, I don’t know what it is.
Ydnar ?