Talk:VRAD: Difference between revisions
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== VRAD ran but map lighting won’t update == | |||
Oddly, one possibility has nothing to do with your map. There may be updates waiting, either for the game (including assets) or for Steam. If your lighting won’t work or light changes aren’t showing in game but Compiled fine, then SAVE, and close hammer, game, and steam. --[[User:Ninjaofsauce|Ninjaofsauce]] ([[User talk:Ninjaofsauce|talk]]) 18:07, 25 January 2021 (PST) | |||
== Issues and Questions == | |||
Is it the ''current state'' that '''-rederror''' does not work in Expert Compile mode? --[[User:Mark WiseCarver|wisemx]] 06:49, 16 Sep 2005 (PDT) | Is it the ''current state'' that '''-rederror''' does not work in Expert Compile mode? --[[User:Mark WiseCarver|wisemx]] 06:49, 16 Sep 2005 (PDT) | ||
:Rederror only works in a commandprompt style compile...since hammer's compile log is crap, it doesn't work there —[[User:Ts2do|Ts2do]] 14:23, 16 Sep 2005 (PDT) | :Rederror only works in a commandprompt style compile...since hammer's compile log is crap, it doesn't work there —[[User:Ts2do|Ts2do]] 14:23, 16 Sep 2005 (PDT) | ||
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In L4D2, auto loaded map light files ('''mapname.rad''') don't appear to actually work. VRAD doesn't load the files, no matter whether they are in the same directory as an addon's addoninfo.txt (as one site I saw said) or the directory where L4d2's gameinfo.txt is (as this article says). Also, overlays and props don't cast light on the world even if the same material ''does'' cast light when it's placed on a brush; one solution is to put the material on one face of a func_illusionary that's set to Don't Render, with nodraw on the other faces. --[[User:Dyne|Dyne]] 15:32, 16 May 2010 (UTC) | In L4D2, auto loaded map light files ('''mapname.rad''') don't appear to actually work. VRAD doesn't load the files, no matter whether they are in the same directory as an addon's addoninfo.txt (as one site I saw said) or the directory where L4d2's gameinfo.txt is (as this article says). Also, overlays and props don't cast light on the world even if the same material ''does'' cast light when it's placed on a brush; one solution is to put the material on one face of a func_illusionary that's set to Don't Render, with nodraw on the other faces. --[[User:Dyne|Dyne]] 15:32, 16 May 2010 (UTC) | ||
== lights.rad noshadow == | |||
Does the 'noshadow' parameter in a lights.rad file only apply to materials that are applied to model and not world geometry? This seems to be the case through several tests of mine, but the article doesn't specify one way or another (like it does for forcetextureshadow). --[[User:RabidMonkey|RabidMonkey]] 22:37, 26 October 2010 (UTC) | |||
== Page formatting/separation for specific games/branches == | |||
Prompted by the [[:Talk:Strata_Source|dicsussion on Strata]], I've been thinking on how to optimise this page. | |||
Why not have [[VRAD]] that lists only the universal commands (sure, some still need notes about changes between bases like 07 vs 13, let's not be splitting hairs too much), and then VRAD/CSGO, VRAD/BMS, VRAD/Strata, VRAD/Infamy, VRAD/Slammin, and whichever else? | |||
Then the top of [[VRAD]] can have something like "for options added in CSGO version, see VRAD/CSGO". | |||
Some of the information will be duplicated when it applies to more than one branch, but that shouldn't matter as all parties looking for it for their branch-specific mapping, would get that information (I doubt people really make maps meant for CSGO and BMS at the same time). | |||
Those subpages won't include everything from the base, instead they would say something like, "Unless stated otherwise, all the base parameters from [[VRAD]] work the same". | |||
It would also help not rely so much on knowing what each icon means (or hovering) - that's not very great to begin with. | |||
Thoughts? [[User:Cvoxalury|Cvoxalury]] ([[User talk:Cvoxalury|talk]]) 01:02, 20 July 2024 (PDT) |
Latest revision as of 01:02, 20 July 2024

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VRAD ran but map lighting won’t update
Oddly, one possibility has nothing to do with your map. There may be updates waiting, either for the game (including assets) or for Steam. If your lighting won’t work or light changes aren’t showing in game but Compiled fine, then SAVE, and close hammer, game, and steam. --Ninjaofsauce (talk) 18:07, 25 January 2021 (PST)
Issues and Questions
Is it the current state that -rederror does not work in Expert Compile mode? --wisemx 06:49, 16 Sep 2005 (PDT)
- Rederror only works in a commandprompt style compile...since hammer's compile log is crap, it doesn't work there —Ts2do 14:23, 16 Sep 2005 (PDT)
is there any documentation to VRAD? - Unknown
- What kind of documentation? What would you want to find out? --Andreasen 06:12, 24 Sep 2007 (PDT)
"Vrad needs a CPU with SSE extensions or it will crash otherwise. E.g. the classic AMD Athlon CPU's do not have SSE." - Unknown
Is this true? --Andreasen 06:12, 24 Sep 2007 (PDT)
Ah damn i seriously thought i copied it down somewhere else. I feel so bad about that sorry bro.--Gear 11:52, 24 Sep 2007 (PDT)
-nossprops
What's -nossprops do? It can be seen in source 2007 binaries.gcf in hl2/scripts/mapautocompile.txt
- Disables self-shadowing on static props, at a guess. --TomEdwards 11:07, 29 March 2009 (UTC)
In L4D2, auto loaded map light files (mapname.rad) don't appear to actually work. VRAD doesn't load the files, no matter whether they are in the same directory as an addon's addoninfo.txt (as one site I saw said) or the directory where L4d2's gameinfo.txt is (as this article says). Also, overlays and props don't cast light on the world even if the same material does cast light when it's placed on a brush; one solution is to put the material on one face of a func_illusionary that's set to Don't Render, with nodraw on the other faces. --Dyne 15:32, 16 May 2010 (UTC)
lights.rad noshadow
Does the 'noshadow' parameter in a lights.rad file only apply to materials that are applied to model and not world geometry? This seems to be the case through several tests of mine, but the article doesn't specify one way or another (like it does for forcetextureshadow). --RabidMonkey 22:37, 26 October 2010 (UTC)
Page formatting/separation for specific games/branches
Prompted by the dicsussion on Strata, I've been thinking on how to optimise this page.
Why not have VRAD that lists only the universal commands (sure, some still need notes about changes between bases like 07 vs 13, let's not be splitting hairs too much), and then VRAD/CSGO, VRAD/BMS, VRAD/Strata, VRAD/Infamy, VRAD/Slammin, and whichever else?
Then the top of VRAD can have something like "for options added in CSGO version, see VRAD/CSGO".
Some of the information will be duplicated when it applies to more than one branch, but that shouldn't matter as all parties looking for it for their branch-specific mapping, would get that information (I doubt people really make maps meant for CSGO and BMS at the same time).
Those subpages won't include everything from the base, instead they would say something like, "Unless stated otherwise, all the base parameters from VRAD work the same".
It would also help not rely so much on knowing what each icon means (or hovering) - that's not very great to begin with.