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Sharply defined shadows

So I'm learning things about lighting, but I'm a little stumped on how to make a light cast sharp-edged shadows specific to geometry.

Current example: I have a room seperated into upper and lower sections with a series of prop_static trusses (world model truss_512.mdl), and above them, a large light prop with a light and an env_sprite giving a nice glow. The light DOES cast shadows on the floor from the trusses, but they're diffuse, blurry, and they don't seem to follow the geometry of the trusses at all. The trusses are skeletal, full of holes, but the shadow below them is solid, a wide black shadow-bar with blurry edges. What I want is a sharply-defined shadow of the truss geometry spanning across the floor.

What am I missing? My shadows suck.

<this signature says something else when you're not looking at it>

Try an env_projectedtexture. They give off sharp lighting ;)

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Excellent! env_projectedtexture is exactly what I was looking for. Thanks!

<this signature says something else when you're not looking at it>

Also look into the lightmap scale, but you want to use this sparingly (since it can significantly increase map filesize).

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msleeper wrote:
Also look into the lightmap scale, but you want to use this sparingly (since it can significantly increase map filesize).

Can it make a map 200MB big?

?????????????????????????????TWP Releases | My Workshop
chickenmobile wrote:
Can it make a map 200MB big?

yes with lightmap scale 1 on a huuuge wall, where every pixel storel a different light :)

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