DisableShadowCache: Difference between revisions
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en>Mevitar creating description of how the tag works |
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|yr=yes | |yr=yes | ||
|rp=yes}} | |rp=yes}} | ||
This tag tells the game whether the shadow cast by this object should be cached or not. Disabling the cache makes the game render a separate shadow for each frame of the object's hva animation (as opposed to using only shadows of the first frame for all frames of the animation). This effectively fixes any holes created in the shadow by moving sections of the voxel, and prevents the shadow from appearing on a jumpjet that lands on the ground. | This tag tells the game whether the shadow cast by this object should be cached or not. Disabling the cache makes the game render a separate shadow for each frame of the object's hva animation (as opposed to using only shadows of the first frame for all frames of the animation). This effectively fixes any holes created in the shadow by moving sections of the voxel, and prevents the shadow from appearing on a jumpjet that lands on the ground. | ||
Latest revision as of 21:40, 31 March 2025
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| Flag: | DisableShadowCache |
| File(s): | Art(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | VehicleTypes (voxel only), AircraftTypes |
This tag tells the game whether the shadow cast by this object should be cached or not. Disabling the cache makes the game render a separate shadow for each frame of the object's hva animation (as opposed to using only shadows of the first frame for all frames of the animation). This effectively fixes any holes created in the shadow by moving sections of the voxel, and prevents the shadow from appearing on a jumpjet that lands on the ground.





