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You can always use a very dim light, and maybe slightly reduce tonemapscale on the camera. You'll get noticeable shadows and the scene will not look all that much brighter.
I wish SFM was more like Maya =(
http://youtu.be/rWMK3Elph_0
Sadly, the shadow isn't that dark, but at least it looks better than no shadows at all. If done right.
You can use this to get a kind of minecraft-like blobby shadow under your model by default, but you might have to do ent_create shadow_control first to make sure there's logic to cast them. They look like the shadows you'd get with cl_blobbyshadows 1.
The shadow will vaguely scale around the size of the model, but they aren't 2d-projection accurate like the nice dynamic shadow system real entities use. Still looks better than excessive light ruining map lighting imo though
https://steamcommunity.com/sharedfiles/filedetails/?id=2814421641
The medkit in the middle uses the actual dynamic shadows from the game for comparison.
The shadow with nothing above it is a medkit far into the ground (they don the same bugs that the dynamic shadow system uses), it's as dark as it gets with these shadows.
You are a real savior mate, with your advises, rendering shadows on night theme map shall not be massacre anymore with excessive lighting, and also could help to give more lights in settings without using too much memory, especially when we animated things, with those console commands, it shall be highly easier to make animation without using too much memory due to big use of lights.