QRAD: Difference between revisions

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'''Quake Radiosity''', often just shorted to '''QRAD''', was one of the sets of tools originally shipped with the Half-Life mod tools that compiled radiosity and lightmap data into a map.
{{map compile pipeline|goldsrc}}
'''QRAD''' (short for Quake RADiosity) was one of the sets of tools originally shipped with the Half-Life mod tools to compile radiosity and lightmap data into a map.


This was one of the most bugged tools out of the original sets of tools. ZHLT found that this tool packed the direct lighting data into a map ''twice'' resulting in longer compile times. He also found that multiple light_environments were required for lighting an outdoor area which was not normal.
This was one of the most bugged tools out of the original sets of tools. ZHLT found that this tool packed the direct lighting data into a map ''twice'' resulting in longer compile times. He also found that every [[PVS]] required a [[Light_environment_(GoldSrc)|light_environment]] (can be only seen in decomplied map files from some games) for lighting an outdoor area, which could be tedious for mappers.


== Trivia ==
* Even through {{hl2|1}} used [[VRAD]] (which does not have the {{mono|[[light_environment]]}} [[PVS]] issue), when decompiling all the maps or download a leaked VMF version of the map, many maps (atleast prior to 20th anniversary) contains multiple {{code|light_environment}} on every PVS.
== See also ==
*[[VRAD]] - {{source|4|nt=3}} counterpart.
*[[VRAD_(Source 2)|VRAD2 & VRAD3]] - {{source2|4}} counterpart.
{{gldsrc sdktools}}
[[Category:Half-Life]]
[[Category:Half-Life]]
[[Category:Half-Life SDK]]
[[Category:GoldSrc]]
[[Category:RAD]]
[[Category:GoldSrc Glossary]]

Latest revision as of 06:11, 28 July 2025

QCSGQBSP2VISQRAD

QRAD (short for Quake RADiosity) was one of the sets of tools originally shipped with the Half-Life mod tools to compile radiosity and lightmap data into a map.

This was one of the most bugged tools out of the original sets of tools. ZHLT found that this tool packed the direct lighting data into a map twice resulting in longer compile times. He also found that every PVS required a light_environment (can be only seen in decomplied map files from some games) for lighting an outdoor area, which could be tedious for mappers.

Trivia

  • Even through Half-Life 2 used VRAD (which does not have the light_environment PVS issue), when decompiling all the maps or download a leaked VMF version of the map, many maps (atleast prior to 20th anniversary) contains multiple light_environment on every PVS.

See also