If you could do that, I would appreciate it.
At medium, I noticed the flashlight doesn’t produce shadows behind the objects it shines light on. I could guess when shadows are set to high, the light from the flashlight does produce shadows behind objects.
Some thing I don’t get is why Valve never implemented more dynamic lighting/shadowing into Source (until recently). The particles and textures can look amazing, but it seems Valve intentionally left out intense lighting and shadowing until Portal 2, even though the techniques already existed. Just some thing about source games, they look beautiful but always looked a little “off” because the lighting and shadows were always sort of basic, as if the only thing missing were enough shadows to take away that dry look. Individual objects have little to no shadowing applied to them, as if the lighting engine just assigns one light value on the whole object. Black Mesa looks the best out of all of the Half-Lifes, but because it is Source 2007, it still can look dry at times.