Shadow question
I wonder if there is a way to make an invisible brush that casts a shadow?
i think the null texture still makes a brush cast shadows, but im not sure. Test it.
And if it doesnt work, you can put the 255blue-texture on the brush, make it func_wall, set the rendermode to solid and go into the lightflags and make it block the light from there.
wow i had no idea u could set func_walls (or whatever) to block light and cast shadows o.O
every func_ can be given the light flag for casting shadows.
best example for that are the trees in de_volare with cast shadows from the leafs.
if all the faces of the brush are textured with null it will not cast shadow or block the light, it has to have a face with a normal texture (the face that will not be seen by the player in the game if it is possible in you case)
The light flag was what I just wanted, now I can make anything I wish to cast shadows.
However, as I hoped not to, the rad compile time is now 8 times longer after I set this flag on about 20 brush entities.
No big harm, but I just wanna make sure if this is really the reason rad takes now so much time to complete.
yes, that is the reason why rad takes longer
well, I would say the extra compile time pays itself back in most cases, as it can make a map look better :P besides that, the majority of all mappers nowadays have so fast computers it doesn't really matter that much.
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