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(Using proptexelvtf, I can confidently say that PPL files are 24-bit, not 32-bit. They also seem to contain a version of the lightmap for each LoD)
m (Note about image format)
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{{stub}}{{src topicon}}{{src13mp|only}} {{gmod|also}}  
{{stub}}{{src topicon}}{{src13mp|only}} {{gmod|also}}  
'''PPL''' files are lightmaps ('''p'''er-'''p'''ixel '''l'''ighting) generated by [[VRAD]] for {{ent|prop_static}} models that have {{code|[[$lightmap|generatelightmaps]]}} enabled. Unlike brush lightmaps, PPL files are always 24-bit {{w|Standard dynamic range|SDR}}, even when the map is compiled in [[HDR]] mode.  
'''PPL''' files are lightmaps ('''p'''er-'''p'''ixel '''l'''ighting) generated by [[VRAD]] for {{ent|prop_static}} models that have {{code|[[$lightmap|generatelightmaps]]}} enabled. Unlike brush lightmaps, PPL files are always uncompressed RGB888 (24-bit {{w|Standard dynamic range|SDR}}), even when the map is compiled in [[HDR]] mode.  
 
{{note|Being always RGB888 is a VRAD limitation, not a format or engine one; a custom compiler could make DXT1, I8, or possibly even RGBA16161616F lightmaps, and these would be properly loaded by the game.}}


{{modernImportant|To account for potential discrepancies between [[UV map]]s of [[$lod|LoD]] models, PPL files contain a lightmap for each LoD model. This can greatly increase the file size of a map if a lightmapped model has several LoD models!}}
{{modernImportant|To account for potential discrepancies between [[UV map]]s of [[$lod|LoD]] models, PPL files contain a lightmap for each LoD model. This can greatly increase the file size of a map if a lightmapped model has several LoD models!}}

Revision as of 00:21, 24 January 2024

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(only in Source 2013 Multiplayer) (also in Garry's Mod)

PPL files are lightmaps (per-pixel lighting) generated by VRAD for prop_static models that have generatelightmaps enabled. Unlike brush lightmaps, PPL files are always uncompressed RGB888 (24-bit Wikipedia icon SDR), even when the map is compiled in HDR mode.

Note.pngNote:Being always RGB888 is a VRAD limitation, not a format or engine one; a custom compiler could make DXT1, I8, or possibly even RGBA16161616F lightmaps, and these would be properly loaded by the game.
Icon-Important.pngImportant:To account for potential discrepancies between UV maps of LoD models, PPL files contain a lightmap for each LoD model. This can greatly increase the file size of a map if a lightmapped model has several LoD models!

A PPL file can be converted to uncompressed VTF(s) using Ficool2's proptexelvtf.exe, which can then be used for $lightmap.