Cell Lighting: Difference between revisions

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291 bytes added ,  4 January 2019
→‎Cell Lighting Tab: defaults for light fade distances
imported>DavidJCobb
(Copied from the page on lighting templates, since this description is easier to understand.)
imported>DavidJCobb
(→‎Cell Lighting Tab: defaults for light fade distances)
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** '''Use Sky Lighting:''' Whether the sky's lighting conditions should affect the lighting in the cell.
** '''Use Sky Lighting:''' Whether the sky's lighting conditions should affect the lighting in the cell.
* '''Light Fade Distances:''' The distance at which regular omni lights start to fade out and when they are faded out completely. This has no impact on shadow casters.
* '''Light Fade Distances:''' The distance at which regular omni lights start to fade out and when they are faded out completely. This has no impact on shadow casters.
** If the "begin" distance is set to zero, then the game pulls a default value from the INI files — specifically, the *fLightLODStartFade* setting from the *Display* setting. If the "end" distance is set to zero, then it defaults to — *fLightLODStartFade* plus *fLightLODRange*.


[[Category:Cells]]
[[Category:Cells]]
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