If this flag is set, a model casts a dynamic shadow.
Several types of shadows can be selected through global engine variables.
General decal shadow
Individual decal shadow
Stencil self-shadow
Stencil without self-shadow
Poisson blurred stencil shadow
PSSM shadow
Type:
flag
Remarks:
This flag can be set in WED as well.
Casting a shadow can increase the model rendering time,
especially with stencil shadows
. For reducing the rendering time, stencil shadows
are projected from the model's next LOD step if it exists. This can
be
adjusted
by shadow_lod.
A model can cast
decal
or stencil shadows (see shadow and shadow_stencil).
For preventing self shadowing, set the CAST flag too.
Shadows are only cast when the ambient light reaching the entity is above shadow_threshold, and the distance to the entity is below shadow_range.
Stencil shadows are only cast by non-transparent
models. The model skin must not contain an alpha channel.
Shadows are only cast by entities when they are potentially visible, i.e. when their visual bounding box touches the view frustum and is - in case of a BSP level - not hidden behind a wall. If you want shadows to be cast by offscreen or hiding model entities, increase their visual bounding boxes by placing dummy vertices in MED.