Cell Lighting: Difference between revisions
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→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]] | ||