Sunlight and Structures
Rubrica wrote:
It works for me. Perhaps try disabling shadows? I used a prop_static, btw, I assume you've done the same?
Yeah, they are static props. Got the sunlight to shine through, but it doesn't recognise the metal squares to be rendered in the sunlight shadow on the floor?
WinstonSmith wrote:
Again, I'm curious as to your reason for posting the "boring" emote 1) in response to a genuine display of gratitude and 2) in response to me asking the first time.
Sorry, I know I am not supposed to mess with the mods, but that was too funny. The first emote post was because the display of arrogance was too much for me too handle.
Vordwann wrote:
Does the light_environment cast shadows from/on static props as well as world geometry? Because I know an env_projectedtexture works
Can't you use both?
-textureshadows -StaticPropLighting -StaticPropPolys
Textureshadows ->models with textures using alpha channels like fences with metal grid textures will render depending where a translucent part is and where not.
-StaticPropLighting -> Static props will force to render shadows depending to their visual appearence (per Polygon). If you don't use it, it will use the physbox.
-StaticPropPolys -> Static props won't have a constant lighting. Now every polygon will have it's own lighting. This included self shadowing of prop_statics.
Be careful.Now it will create shadows depending where the polygons are. It doesn't check if the texture is translucent or not, so if you use the glass models of the vactubes, they will cast a shadow too!