VRAD: Difference between revisions
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{{CLIO|noskyboxrecurse|Turn off recursion into 3d skybox (skybox shadows on world).}} | {{CLIO|noskyboxrecurse|Turn off recursion into 3d skybox (skybox shadows on world).}} | ||
{{CLIO|nossprops|Globally disable self-shadowing on static props.}} | {{CLIO|nossprops|Globally disable self-shadowing on static props.}} | ||
{{CLIO|dumppropmaps|Dump computed static prop lightmaps as [[TGA]] files.{{tip|This can be used to create lightmaps for dynamic props, using the {{ent|$lightmap}} shader parameter.}}{{tip|To pair static props in a map with their dumped lightmaps, use {{Cmd|r_staticpropinfo|2}} to show static prop IDs on screen.}}{{bug|hidetested=1|The resulting TGAs are written with the wrong color space {{fixed|{{gmod}}}}; convert the resulting [[PPL]] files instead. This command can be useful for indicating which model and at what location each prop is, which the PPL filenames lack.}} |game={{only|{{ | {{CLIO|dumppropmaps|Dump computed static prop lightmaps as [[TGA]] files.{{tip|This can be used to create lightmaps for dynamic props, using the {{ent|$lightmap}} shader parameter.}}{{tip|To pair static props in a map with their dumped lightmaps, use {{Cmd|r_staticpropinfo|2}} to show static prop IDs on screen.}}{{bug|hidetested=1|The resulting TGAs are written with the wrong color space {{fixed|{{gmod}}}}; convert the resulting [[PPL]] files instead. This command can be useful for indicating which model and at what location each prop is, which the PPL filenames lack.}} |game={{only|{{src13mp}}{{gmod}}}}}} | ||
{{CLIO|unlitdetail|Disables lighting for detail props.|game={{only|{{csgo}}}}}} | {{CLIO|unlitdetail|Disables lighting for detail props.|game={{only|{{csgo}}}}}} | ||
{{CLIO|reflectivityScale|param=float|Scale the [[$reflectivity]] of all textures. Default 1.0|game={{only|{{slamminsrc}}}}}} | {{CLIO|reflectivityScale|param=float|Scale the [[$reflectivity]] of all textures. Default 1.0|game={{only|{{slamminsrc}}}}}} |
Revision as of 08:11, 19 March 2025
VRAD is the command-line tool for
Source that takes a compiled BSP map and embeds lighting data into it. VRAD's static and pre-compiled light is bounced around the world with a
radiosity algorithm.
VRAD will:
- Generate lightmaps
- Generate ambient samples
- Generate per-vertex prop_static lighting
- Generate per-object detail prop lighting
VRAD is generally the slowest of the three compilers due to the many, many calculations it must perform. Lighting optimization can help, as can ensuring your map is free of leaks.
Syntax
For example, a regular compile would look like thus:
This will generate and embed both Standard and High Dynamic Range lighting data, at per-vertex detail for prop_static entities. It also generates shadows based on transparency for prop_static entities that have been flagged as casting texture shadows.
Options
Use these in combination with expert compile mode, a batch file, or a frontend such as Compile Pal.
Effects
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-PortalTraversalLighting - Examples
-PortalTraversalAO - Examples
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-worldtextureshadows - Examples
-translucentshadows - Examples
Performance
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Debugging
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Debug mode options
If VRAD is compiled in debug mode or the #if ALLOWDEBUGOPTIONS
preprocessor is removed, additional options are available.
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Lights files
Console Output
Bugs and Caveats





















- [todo tested in ?]
Tip:Source Engine BSP Lightmap Editor can be used to manually correct a .bsp lightmap data.





See also
- QRAD and HLRAD -
GoldSrc counterparts.
- VRAD2 & VRAD3 -
Source 2 counterparts.
- Map Compiling Theory
- HDR Lighting Basics
- VRAD HDR Crash Fix
- Static Props show up black
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