Spotlight Shadow Test

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Spotlight Shadow Test


Map type

Single Player

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Fully working no errors


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The .MAP File is included within the pk3!

By: 1337Smithy

yes, a couple of ways you can create directional lights, one is making a light target an info_null
once you've done that, you can use the spot_angle property
on the light
which is in charge of its 'circumference'
just the size of the cone really

an example i was helping Bruno out with:
(See included picture)
through a window with some invisible brushes to create the window frame shadow

the brushes i used to cast the window frame shadow have shader:

qer_editorimage textures/common/nodraw.tga
qer_keyword utility

surfaceparm nodraw
surfaceparm nomarks
surfaceparm noimpact
surfaceparm castshadow
surfaceparm nonsolid

which isn't in AA
invisible, nonsolid, can be shot through. they only cast a shadow

really good for putting them inside models so furniture and other stuff cast shadows
to allow for the shadows to be cast on the floor and brick wall, i upped the lightmap resolution
so check the ground surface and you'll notice in the Density field that it is set to 4
by default it is 32
lower it is, the higher the lightmap resolution, the sharper your shadows will be
you'll want to cut your brushes to where the shadows will be as much as possible though, as just making your entire map a high lightmap resolution will increase likelihood of reaching a compiler limit
not to mention increase the mohlight job time lol

you can use shadow caulk too, for casting shadows. the only difference is caulk shadow is solid

Map video