PPL: Difference between revisions
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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.
Important: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!
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A PPL file can be converted to uncompressed [[VTF]](s) using [https://cdn.discordapp.com/attachments/235121530609205249/797996930956656680/proptexelvtf.exe Ficool2's proptexelvtf.exe], which can then be used for {{ent|$lightmap}}. | A PPL file can be converted to uncompressed [[VTF]](s) using [https://cdn.discordapp.com/attachments/235121530609205249/797996930956656680/proptexelvtf.exe Ficool2's proptexelvtf.exe], which can then be used for {{ent|$lightmap}}. | ||
== See also == | |||
* [[VHV]], the equivalent for vertex-lit props | |||
[[Category:File formats]] | [[Category:File formats]] | ||
[[Category:Image formats]] | [[Category:Image formats]] |
Revision as of 08:40, 27 March 2024
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 SDR), even when the map is compiled in HDR mode.


A PPL file can be converted to uncompressed VTF(s) using Ficool2's proptexelvtf.exe, which can then be used for $lightmap.
See also
- VHV, the equivalent for vertex-lit props