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(→‎Options: reorganized the "options")
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Use these in combination with [[expert compile mode]], a batch file, or a frontend such as {{compilepal|2}}.
Use these in combination with [[expert compile mode]], a batch file, or a frontend such as {{compilepal|2}}.
{{Todo|Fix CLParam template. This template does not work properly with gallery and bug  template.}}


=== Effects ===
=== Effects ===
{{Todo|Split some of the game-specific options into their own page section.}}
{{Todo|Fix CLParam template. This template does not work properly with gallery and bug  template.}}
{{CLParam|-ldr}}
{{CLParam|-ldr}}
{{CLParam|-hdr}}
{{CLParam|-hdr}}
{{CLParam|-both|Whether to compile Standard Dynamic Range lighting (''referred as'' "Low Dynamic Range lighting" in Source), [[HDR|High Dynamic Range]] lighting, or both respectively.
{{CLParam|-both|Whether to compile Standard Dynamic Range lighting (''referred as'' "Low Dynamic Range lighting" in Source), [[HDR|High Dynamic Range]] lighting, or both respectively.
: {{note|Since {{l4d}}, SDR support was deprecated.  Thus making {{mono|-ldr}} and {{mono|-both}} obsolete in engine branches made on or after {{l4d}}. Instead, {{mono|-hdr}} is required in order to produce proper lighting for your map.}}
: {{note|Since {{l4d}}, SDR support was deprecated.  Thus making {{mono|-ldr}} and {{mono|-both}} obsolete in engine branches made on or after {{l4d}}. Instead, {{mono|-hdr}} is required in order to produce proper lighting for your map.{{note|{{bms}}{{slamminsrc}} default to compiling only HDR automatically.}}}}}}
: {{note|{{bms}}{{slamminsrc}} default to compiling only HDR automatically.}}}}
{{CLParam|-fast|Compiles quick low quality lighting.  Used for quick previewing.
{{CLParam|-fast|Compiles quick low quality lighting.  Used for quick previewing.
: {{Note|{{mono|-fast}} will cause random and discolored splotching to appear in darker areas, as well as shadowed edges around Displacements.  It is advised to not ship your map using {{mono|-fast}}. {{Tip|If you have a relatively modern CPU, you can try using other parameters to reduce the standard compile time instead.  For example: {{mono|-fastambient -bounce 1 -noextra -nodetaillight -noskyboxrecurse}} instead of {{mono|-fast}}}}}}}}
:{{Note|{{mono|-fast}} will cause random and discolored splotching to appear in darker areas, as well as shadowed edges around Displacements.  It is advised to not ship your map using {{mono|-fast}}. {{Tip|If you have a relatively modern CPU, you can try using other parameters to reduce the standard compile time instead.  For example:{{mono|-fastambient -bounce 1 -noextra -nodetaillight -noskyboxrecurse}} instead of {{mono|-fast}}}}}}}}
{{CLParam|-ultrafast|Merges '-fast -fastambient -noextra -bounce 1' commands into one, reduces compile time, useful for testing large maps.|game={{only|{{mapbase}}}}}}
{{CLParam|-final|Increases the quality of {{Ent|light_environment}} and indirect lighting by spending more time firing rays.<br>
{{CLParam|-final|Increases the quality of {{Ent|light_environment}} and indirect lighting by spending more time firing rays.<br>{{csgo}} Sets{{mono|-StaticPropSampleScale}} to 16.}}
{{csgo}} Sets{{mono|-StaticPropSampleScale}} to 16.}}<br>
{{slamminsrc}} Sets{{mono|-aosamples}} to 32, {{mono| -extrasky}} to 16, and {{mono| -extrapasses}} to 8.
{{CLParam|-extrasky|param=int|Trace N times as many rays for indirect light and sky ambient. {{clr}}({{mono|-final}} is equivalent to {{mono|-extrasky 16}}; normal is equivalent to {{mono|-extrasky 1}})}}
{{CLParam|-extrasky|param=int|Trace N times as many rays for indirect light and sky ambient. {{clr}}({{mono|-final}} is equivalent to {{mono|-extrasky 16}}; normal is equivalent to {{mono|-extrasky 1}})}}
{{CLParam|-lights <filename>.rad|Load a custom [[RAD file]] in addition to {{mono|lights.rad}} and the map-specific lights file. Include the file extension in the parameter.}}
{{CLParam|-lights <filename>.rad|Load a custom [[RAD file]] in addition to {{mono|lights.rad}} and the map-specific lights file. Include the file extension in the parameter.}}
{{CLParam|-bounce|param=int|Set the ''maximum'' number of light ray bounces. (default: 100).}}
{{CLParam|-bounce|param=int|Set the ''maximum'' number of light ray bounces. (default: 100).}}
{{CLParam|-smooth|param=int|Set the threshold for automatic phong smoothing of lightmaps between edges, in degrees (default: 45). Use [[smoothing group]]s to explicitly define faces as phonged together.
{{CLParam|-smooth|param=int|Set the threshold for automatic phong smoothing of lightmaps between edges, in degrees (default: 45). Use [[smoothing group]]s to explicitly define faces as phonged together.}}
{{CLParam|-luxeldensity|param=normal|Scale down all luxels. Default (and maximum) value is 1. {{warning|Setting too low of a value will cause lighting errors.}}}}
{{CLParam|-luxeldensity|param=normal|Scale down all luxels. Default (and maximum) value is 1. {{warning|Setting too low of a value will cause lighting errors.}}}}
{{CLParam|-softsun|param=float|Treat the sun as an area light source of this many degrees. Produces soft shadows. Recommended values are 0-5, default is 0. Identical to the SunSpreadAngle parameter for {{mono|light_environment}}, use that instead.}}
{{CLParam|-softsun|param=float|Treat the sun as an area light source of this many degrees. Produces soft shadows. Recommended values are 0-5, default is 0. Identical to the SunSpreadAngle parameter for {{mono|light_environment}}, use that instead.}}
{{CLParam|-StaticPropLighting|Generate per-vertex lighting on {{Ent|prop_static}}s. Causes {{code|[[info_lighting|lightingorigin]]}} on static props props without [[$bumpmap]] or [[$phong]] to not affect lighting (only affecting chosen [[env_cubemap]]), unless the {{code|disablevertexlighting}} KV is set for the prop. Does not work on props with bump maps, except in {{csgo}}.  
{{CLParam|-StaticPropLighting|Generate per-vertex lighting on {{Ent|prop_static}}s. Causes {{code|[[info_lighting|lightingorigin]]}} on static props props without [[$bumpmap]] or [[$phong]] to not affect lighting (only affecting chosen [[env_cubemap]]), unless the {{code|disablevertexlighting}} KV is set for the prop. This '''will''' increase your map's compile times substantially, based on the amount of props that you have! Disable vertex lighting for props that don't need it to keep compile times down. Static props which are close to bright {{ent|light_spot}} entities will still appear as if they were lit per-vertex, due to the lights creating directional [[elight]]s.<br> It also generates lightmaps for static props that have {{code|[[prop_static#Keyvalues|generatelightmaps]]}} enabled not many games supports this, {{only|{{src13mp}} {{tf2branch}} {{gmod}}}}.
: {{note|Static props which are close to bright {{ent|light_spot}} entities will still appear as if they were lit per-vertex, due to the lights creating directional [[elight]]s. }}
: {{warning|In {{bms|4}}, you should use {{code|-StaticPropLighting3}} instead.}}
: {{note|{{only|{{src13mp}} {{tf2branch}}}}{{gmod|also}} Also generates lightmaps for static props that have {{code|[[prop_static#Keyvalues|generatelightmaps]]}} enabled.}}
: {{important| Does not work on props with bump maps, except in {{csgo|4}}. {{note|In {{csgo}}, in order to get proper lighting on your static props, you will need to run VRAD with this command.}}}}|game={{since|{{Src07}}}}}}
: {{Warning|This can increase your map's compile times substantially. Disable vertex lighting for props that don't need it to keep compile times down.}}
: {{note|In {{csgo}}, in order to get proper lighting on your static props, you will need to run VRAD with this command.}}|game={{since|{{Src07}}}}}}
: {{bug|Not compatible with [[env_cascade_light|Cascade Shadow Mapping]] in {{bms|4}}, doesn't work properly with static prop if vertex lighting is enabled.{{workaround|Use {{code|-StaticPropLighting3}} instead.}}}}
{{CLParam|-StaticPropLighting3|This is a more precise and less buggy version of {{code|-StaticPropLighting}}.|game={{only|{{BMS}}}}}}
{{CLParam|-StaticPropPolys|Use the actual meshes of static props to generate shadows instead of using their [[collision mesh]]es. This results in far more accurate shadowing.|game={{since|{{Src07}}}}}}
{{CLParam|-StaticPropPolys|Use the actual meshes of static props to generate shadows instead of using their [[collision mesh]]es. This results in far more accurate shadowing.|game={{since|{{Src07}}}}}}
:{{expand|title=-StaticPropPolys - Examples|<gallery mode=nolines widths=320px heights=192px>
:{{expand|title=-StaticPropPolys - Examples|<gallery mode=nolines widths=320px heights=192px>
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</gallery>
</gallery>
}}
}}
}}
{{CLParam|-textureshadows|Casts [[texture shadows]] from {{cmd|$alphatest}} and {{cmd|$translucent}} surfaces of {{ent|prop_static}} models that are specified in a [[RAD file]] or were compiled with {{cmd|$casttextureshadows}}. Usually requires {{mono|-StaticPropPolys}} to have any effect. A surface will need a low [[lightmap]] scale for most texture shadows to be recognizable. Nonetheless, textures such as grate fences, foliage, and barbed wire will still cast noticeably more accurate shadows with this command enabled compared to disabled. {{gmod|4}} Also casts shadows from model materials with {{cmd|%alphatexture}}.
{{CLParam|-textureshadows|Casts [[texture shadows]] from {{cmd|$alphatest}} and {{cmd|$translucent}} surfaces of {{ent|prop_static}} models that are specified in a [[RAD file]] or were compiled with {{cmd|$casttextureshadows}}. Usually requires {{mono|-StaticPropPolys}} to have any effect.
:{{expand|title=-textureshadows - Examples|
:{{expand|title=-textureshadows - Examples|
<br>
<br>
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</gallery>
</gallery>
}}
}}
:{{note|{{gmod}} Also casts shadows from model materials with {{cmd|%alphatexture}}.}}
: {{note|{{bms|only}} Also generates lightmap shadows from brushes (but not displacements) using {{cmd|$alphatest}}.{{bug|Not compatible with {{cmd|$envmap|env_cubemap}}; manually define the {{cmd|$envmap}} path instead.|tested={{bms}}}}}}
: {{note|{{bms|only}} Also generates lightmap shadows from brushes (but not displacements) using {{cmd|$alphatest}}.{{bug|Not compatible with {{cmd|$envmap|env_cubemap}}; manually define the {{cmd|$envmap}} path instead.}}}}
: {{bug|Static props with multiple [[skin]]s will always use the alpha channel(s) from the default skin's texture(s), even though the alternative skins' alpha textures are loaded by VRAD.<br> This will not work if a translucent texture's $basetexture parameter in the VMT contains the .vtf file extension; file extensions should be omitted from texture paths in VMTs.|tested={{dods}}{{src13mp}}}}|game={{since|{{Src07}}}}}}
: {{note|A surface will need a low [[lightmap]] scale for most texture shadows to be recognizable.<br>Nonetheless, textures such as grate fences, foliage, and barbed wire will still cast noticeably more accurate shadows with this command enabled compared to disabled.}}
 
: {{warning|This will not work if a translucent texture's $basetexture parameter in the VMT contains the .vtf file extension; file extensions should be omitted from texture paths in VMTs.}}
=== Game/Compiler Specific Parameters ===
: {{bug|Static props with multiple [[skin]]s will always use the alpha channel(s) from the default skin's texture(s), even though the alternative skins' alpha textures are loaded by VRAD. |tested={{dods}}}}|game={{since|{{Src07}}}}}}
=== {{csgo|4}} ===
 
{{CLParam|-aoscale|param=float|Scales the radius of VRAD's simulated ambient occlusion. 1.0 is default.
{{CLParam|-aoscale|param=float|Scales the radius of VRAD's simulated ambient occlusion. 1.0 is default.
: {{Tip|Valve uses 1.5 for the new Dust 2.}}|game={{since|{{csgo}}}}{{also|{{slamminsrc}}{{gmod}}}}}}
: {{Tip|Valve uses 1.5 for Dust 2.}}|game={{since|{{csgo}}}}{{also|{{slamminsrc}}{{gmod}}}}}}
{{expand|title=-aoscale - Examples|<gallery mode=nolines widths=320px heights=192px>
:{{expand|title=-aoscale - Examples|<gallery mode=nolines widths=320px heights=192px>
File:VRAD AO Scale 0.25.jpg|{{code|-aoscale}} set to {{code|0.25}}
File:VRAD AO Scale 0.25.jpg|{{code|-aoscale}} set to {{code|0.25}}
File:VRAD AO Scale 2.0.jpg|{{code|-aoscale}} set to {{code|2.0}}
File:VRAD AO Scale 2.0.jpg|{{code|-aoscale}} set to {{code|2.0}}
</gallery>
</gallery>
}}
}}
{{CLParam|-aoradius|param=float|Set the radius of VRAD's simulated ambient occlusion. 36 is default.|game={{only|{{Nwi_games}}{{Strata}}}}}}
{{CLParam|-aosamples|param=int|How many samples to use for VRAD's simulated ambient occlusion.|game={{only|{{Nwi_games}}{{slamminsrc}}{{Strata}}}}}}
{{CLParam|-StaticPropBounce|param=int|Number of static prop light bounces to simulate. The default is 0.
{{CLParam|-StaticPropBounce|param=int|Number of static prop light bounces to simulate. The default is 0.
: {{Tip|Valve uses 3 static prop bounces for the new Dust 2.}}
: {{Tip|Valve uses 3 static prop bounces for Dust 2.}}
: {{Note|Any static props that you want light to bounce off of must also have their "Enable Bounced Lighting" keyvalue set.}}|game={{only|{{csgo}}{{gmod}}}}}}
: {{Note|Any static props that you want light to bounce off of must also have their "Enable Bounced Lighting" keyvalue set.}}|game={{only|{{csgo}}}}{{also|{{gmod}}}}
}}
{{CLParam|-StaticPropLightingFinal|{{obs}} Merged with {{mono|-final}}.|game={{only|{{csgo}}}}}}
{{CLParam|-StaticPropLightingFinal|{{obs}} Merged with {{mono|-final}}.|game={{only|{{csgo}}}}}}
{{CLParam|-StaticPropLightingOld|Will use the old lighting algorithm on props, light affects them much more.|game={{only|{{csgo}}}}}}
{{CLParam|-StaticPropLightingOld|Will use the old lighting algorithm on props, light affects them much more.|game={{only|{{csgo}}}}}}
{{CLParam|-ambient|param=color1|Sets the ambient term. Can be used to tweak lightmap color. Appears to just mix the color into all lightmaps.<br>Also available in {{src13|2}} if VRAD is [[#Debug mode options|compiled in debug mode]]|game={{only|{{csgo}}{{Dmmm}}{{slamminsrc}}}}}}
{{CLParam|-unlitdetail|Disables lighting for detail props.|game={{only|{{csgo}}}}}}
{{CLParam|-ambientfromleafcenters|Samples ambient lighting from the center of the leaf.|game={{only|{{csgo}}}}}}
{{CLParam|-StaticPropSampleScale|param=float|Extra sampling factor for indirect lighting on prop_static.
: slow: 16 (high quality); default: 4 (normal); fast: 0.25 (low quality)
: {{note|-final is the equivalent of having -StaticPropSampleScale 16.}}|game={{only|{{CSGO}}}}{{also|{{gmod}}}}}}
{{CLParam|-LeafAmbientSampleReduction|param=float|Reduction factor for ambient samples. Defaults to 1.0.|game={{only|{{CSGO}}}}}}
=== {{bms|4}} ===
{{CLParam|-StaticPropLighting3|This is a more precise and less buggy version of {{code|-StaticPropLighting}}.|game={{only|{{BMS}}}}}}
{{CLParam|-choptexlights|Enables chopping of texture lights generated from a lights file. Control texture light quality with lightmap density in Hammer. Dramatically increases both texture light quality and compile time.|game={{only|{{BMS}}}}}}
{{CLParam|-choptexlights|Enables chopping of texture lights generated from a lights file. Control texture light quality with lightmap density in Hammer. Dramatically increases both texture light quality and compile time.|game={{only|{{BMS}}}}}}
{{CLParam|-extratransfers|Enable overscaling of light transfers.|game={{only|{{BMS}}}}}}
{{CLParam|-extratransfers|Enable overscaling of light transfers.|game={{only|{{BMS}}}}}}
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{{CLParam|-satthreshscale|param=float|The amount to scale light transfers from surfaces that pass the saturation threshold. Default 3.0.|game={{only|{{BMS}}}}}}
{{CLParam|-satthreshscale|param=float|The amount to scale light transfers from surfaces that pass the saturation threshold. Default 3.0.|game={{only|{{BMS}}}}}}
{{CLParam|-ambientocclusion|Enable lightmapped ambient occlusion.
{{CLParam|-ambientocclusion|Enable lightmapped ambient occlusion.
{{tip|Use very low lightmap scale for small stairs or add additional light sources to light them, otherwise stairs will be completely black.}}
: {{tip|Use very low lightmap scale for small stairs or add additional light sources to light them, otherwise stairs will be completely black.}}|game={{only|{{BMS}}}}{{also|{{slamminsrc}}{{gmod}}}}}}
|game={{only|{{BMS}}{{slamminsrc}}{{gmod}}}}}}
:{{expand|title=-ambientocclusion Examples|
{{expand|title=Examples|
<br>
<br>
<gallery mode=nolines widths=320px heights=192px>
<gallery mode=nolines widths=320px heights=192px>
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</gallery>
</gallery>
}}
}}
{{CLParam|-experimentalambientocclusion|Use an improved algorithm for the ambient occlusion.
{{CLParam|-experimentalambientocclusion|Uses an improved algorithm for ambient occlusion.
{{warning|Broken. Not being used.}}
:{{obs}}Broken. Don't use.|game={{only|{{BMS}}}}}}
|game={{only|{{BMS}}}}}}
:{{expand|title=-experimentalambientocclusion Examples|
{{expand|title=Expriemental AO examples|
<br>
<br>
<gallery mode=nolines widths=320px heights=192px>
<gallery mode=nolines widths=320px heights=192px>
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}}
}}
{{CLParam|-cascadeshadows|Indicates that lightmap alpha data is interleved in the lighting lump, required for CSM.
{{CLParam|-cascadeshadows|Indicates that lightmap alpha data is interleved in the lighting lump, required for CSM.
{{important|Must be used with <code>-StaticPropLighting3</code> to have proper lighting of static props.
:Must be used with <code>-StaticPropLighting3</code> to have proper lighting of static props.
{{expand|title=Examples|
:{{expand|title=-cascadeshadows Examples|
<br>
<br>
<gallery mode=nolines widths=320px heights=192px>
<gallery mode=nolines widths=320px heights=192px>
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File:CSMlSkyLight2.jpg|With <code>-cascadeshadows</code> and <code>-staticproplighting3</code>.
File:CSMlSkyLight2.jpg|With <code>-cascadeshadows</code> and <code>-staticproplighting3</code>.
</gallery>
</gallery>
}}
}}
}}
|game={{only|{{BMS}}}}}}
|game={{only|{{BMS}}}}}}
{{CLParam|-realskylight|Enables VRAD to compute skylight ambient color by using actual values from skybox.
{{CLParam|-realskylight|Enables VRAD to compute skylight ambient color by using actual values from skybox.<br> This option was originally designed only for levels in Xen, to make lighting for islands more natural. With earthbound outdoor levels this option makes level lighting weird, especially if level uses a skybox with an open, clear sky.
{{note|This option was originally designed only for levels in Xen, to make lighting for islands more natural. With earthbound outdoor levels this option makes level lighting weird, especially if level uses a skybox with an open, clear sky.}}
:{{expand|title=-realskylight Examples|
{{expand|title=-realskylight - Examples|
<br>
<br>
<gallery mode=nolines widths=320px heights=192px>
<gallery mode=nolines widths=320px heights=192px>
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{{CLParam|-realskylightscale|param=float|Scale factor of -realskylight intensity. Default: 1.0|game={{only|{{BMS}}}}}}
{{CLParam|-realskylightscale|param=float|Scale factor of -realskylight intensity. Default: 1.0|game={{only|{{BMS}}}}}}
{{CLParam|-directsunlightisforadditivemode|Toggles direct sunlight for additive mode.
{{CLParam|-directsunlightisforadditivemode|Toggles direct sunlight for additive mode.
{{bug|tested = {{bms}}|This option is not compatible with cascaded shadows.}}
:{{bug|tested = {{bms}}|This option is not compatible with cascaded shadows.}}
{{expand|title=-realskylight - Examples|
:{{expand|title=-directsunlightisforadditivemode Examples|
<br>
<br>
<gallery mode=nolines widths=320px heights=192px>
<gallery mode=nolines widths=320px heights=192px>
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}}
}}
|game={{only|{{BMS}}}}}}
|game={{only|{{BMS}}}}}}
{{CLParam|-ambient|param=color1|Sets the ambient term. Can be used to tweak lightmap color. Appears to just mix the color into all lightmaps.<br>Also available in {{src13|2}} if VRAD is [[#Debug mode options|compiled in debug mode]]|game={{only|{{csgo}}{{Dmmm}}{{slamminsrc}}}}}}
=== {{strata|4}} ===
{{CLParam|-aoradius|param=float|Set the radius of VRAD's simulated ambient occlusion. 36 is default.|game={{only|{{Strata}}{{Nwi_games}}}}}}
{{CLParam|-aosamples|param=int|How many samples to use for VRAD's simulated ambient occlusion.|game={{only|{{Strata}}{{Nwi_games}}}}{{also|{{slamminsrc}}}}}}
{{CLParam|-PortalTraversalLighting|Enables static lights to go through {{ent|linked_portal_door}}, if <code>Static Portal</code> value is <code>Yes</code>.|game={{only|{{Strata}}}}}}
{{CLParam|-PortalTraversalLighting|Enables static lights to go through {{ent|linked_portal_door}}, if <code>Static Portal</code> value is <code>Yes</code>.|game={{only|{{Strata}}}}}}
:{{expand|title=-PortalTraversalLighting - Examples|
:{{expand|title=-PortalTraversalLighting Examples|
<br>
<br>
<gallery mode=nolines widths=320px heights=192px>
<gallery mode=nolines widths=320px heights=192px>
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}}
}}
{{CLParam|-PortalTraversalAO|Enables static light [[Ambient Occlusion]] to go through {{ent|linked_portal_door}}, if <code>Static Portal</code> value is <code>Yes</code>.|game={{only|{{Strata}}}}}}
{{CLParam|-PortalTraversalAO|Enables static light [[Ambient Occlusion]] to go through {{ent|linked_portal_door}}, if <code>Static Portal</code> value is <code>Yes</code>.|game={{only|{{Strata}}}}}}
:{{expand|title=-PortalTraversalAO - Examples|
:{{expand|title=-PortalTraversalAO Examples|
<br>
<br>
<gallery mode=nolines widths=320px heights=192px>
<gallery mode=nolines widths=320px heights=192px>
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</gallery>
</gallery>
}}
}}
{{CLParam|-softenCosine|Softens coloured lighting so it blends more accurately.|game={{only|{{slamminsrc}}{{gmod}}}}}}
=== {{slamminsrc|4}} ===
{{CLParam|-coring|Luxels with values dimmer than this are treated as completely black, and don't get supersampled.<br>Also available in {{src13|2}} if VRAD is [[#Debug mode options|compiled in debug mode]]|game={{only|{{slamminsrc}}}}}}
{{CLParam|-softenCosine|Softens coloured lighting so it blends more accurately.|game={{only|{{slamminsrc}}}}{{also|{{gmod}}}}}}
{{CLParam|-worldtextureshadows|Allows world polys to cast texture shadows, much like models can.
{{CLParam|-worldtextureshadows|Allows world polys to cast texture shadows, much like models can.
:{{bug|tested={{src13}}|Doesn't work with displacements, and certain [https://knockout.chat/thread/992/5#post-2531724 file formats] might not cast shadows!}}
:{{bug|tested={{src13}}|Doesn't work with displacements, and certain [https://knockout.chat/thread/992/5#post-2531724 file formats] might not cast shadows!}}|game={{only|{{slamminsrc}}}}}}
|game={{only|{{slamminsrc}}}}}}
:{{expand|title=-worldtextureshadows Examples|
:{{expand|title=-worldtextureshadows - Examples|
<gallery mode=nolines widths=320px heights=192px>
<gallery mode=nolines widths=320px heights=192px>
File:WorldTex1.jpg|Disabled.
File:WorldTex1.jpg|Disabled.
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:{{bug|tested={{src13}}|Doesn't work with displacements, and certain [https://knockout.chat/thread/992/5#post-2531724 file formats] might not cast shadows!}}
:{{bug|tested={{src13}}|Doesn't work with displacements, and certain [https://knockout.chat/thread/992/5#post-2531724 file formats] might not cast shadows!}}
|game={{only|{{slamminsrc}}}}}}
|game={{only|{{slamminsrc}}}}}}
:{{expand|title=-translucentshadows - Examples|<gallery mode=nolines widths=320px heights=192px>
:{{expand|title=-translucentshadows Examples|<gallery mode=nolines widths=320px heights=192px>
File:Translu2.jpg|Disabled.
File:Translu2.jpg|Disabled.
File:Translu1.jpg|Enabled.
File:Translu1.jpg|Enabled.
</gallery>
</gallery>
}}
}}
{{CLParam|-coring|Luxels with values dimmer than this are treated as completely black, and don't get supersampled.<br>Also available in {{src13|2}} if VRAD is [[#Debug mode options|compiled in debug mode]]|game={{only|{{slamminsrc}}}}}}
{{CLParam|-reflectivityScale|param=float|Scale the [[$reflectivity]] of all textures. Default 1.0|game={{only|{{slamminsrc}}}}}}
=== {{mapbase|4}} ===
{{CLParam|-ultrafast|Merges '-fast -fastambient -noextra -bounce 1' commands into one, reduces compile time, useful for testing large maps.|game={{only|{{mapbase}}}}}}
{{CLParam|-extrapasses|Lets you scale how many extra passes you want your map to go through for supersampling, useful for making the lightmaps more rgb constant.|game={{only|{{mapbase}}}}}}
=== {{hl2|4}} 20th ===
{{CLParam|-HL2LDRAmbientClassic|Use BSP version <20 LDR ambient lighting constant (pre-Lost Coast vmfs)|game={{only|{{hl2}}}} 20th}}
{{CLParam|-HL2LDRAmbientClassic|Use BSP version <20 LDR ambient lighting constant (pre-Lost Coast vmfs)|game={{only|{{hl2}}}} 20th}}
{{CLParam|-HL2LDRAmbientFix|Use adjusted LDR ambient lighting constant for HDR re-lit maps (Use adjusted LDR ambient lighting constant for HDR re-lit maps (Post 360/Orange Box HL2 VMFs only)|game={{only|{{hl2}}}} 20th}}
{{CLParam|-HL2LDRAmbientFix|Use adjusted LDR ambient lighting constant for HDR re-lit maps (Use adjusted LDR ambient lighting constant for HDR re-lit maps (Post 360/Orange Box HL2 VMFs only)|game={{only|{{hl2}}}} 20th}}
{{CLParam|-extrapasses|Lets you scale how many extra passes you want your map to go through for supersampling, useful for making the lightmaps more rgb constant.|game={{only|{{mapbase}}}}}}
=== Performance ===
=== Performance ===


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{{CLParam|-compressconstant|param=int|Compress [[lightmap]]s whose color variation is less than this many units.}} {{todo|Find out if this is branch specific, as it doesn't work with TF2.}}
{{CLParam|-compressconstant|param=int|Compress [[lightmap]]s whose color variation is less than this many units.}} {{todo|Find out if this is branch specific, as it doesn't work with TF2.}}
{{CLParam|-fastambient|Uses low quality per-leaf ambient sampling to save compute time.}}
{{CLParam|-fastambient|Uses low quality per-leaf ambient sampling to save compute time.}}
{{CLParam|-LeafAmbientSampleReduction|param=float|Reduction factor for ambient samples. Defaults to 1.0.|game={{only|{{CSGO}}}}}}
{{CLParam|-noao|Disables compiling simulated ambient occlusion for lightmaps.|game={{only|{{Nwi_games}}}}}}
{{CLParam|-noao|Disables compiling simulated ambient occlusion for lightmaps.|game={{only|{{Nwi_games}}}}}}
{{CLParam|-StaticPropSampleScale|param=float|Extra sampling factor for indirect lighting on prop_static.
: slow: 16 (high quality); default: 4 (normal); fast: 0.25 (low quality)
: {{note|-final is the equivalent of having -StaticPropSampleScale 16.}}|game={{only|{{CSGO}}{{gmod}}}}}}
{{CLParam|-disppatchradius|param=float|Sets the maximum radius allowed for displacement patches. If you get "Patch Sample Radius Clamped", you can try increasing this limit.}}
{{CLParam|-disppatchradius|param=float|Sets the maximum radius allowed for displacement patches. If you get "Patch Sample Radius Clamped", you can try increasing this limit.}}
{{CLParam|-ambientfromleafcenters|Samples ambient lighting from the center of the leaf.|game={{only|{{csgo}}}}}}
}}
}}


Line 237: Line 239:
{{CLParam|-nossprops|Globally disable self-shadowing on static props.}}
{{CLParam|-nossprops|Globally disable self-shadowing on static props.}}
{{CLParam|-dumppropmaps|Dump computed static prop lightmaps as [[TGA]] files.{{tip|This can be used to create lightmaps for dynamic props, using the {{ent|$lightmap}} shader parameter.}}{{tip|To pair static props in a map with their dumped lightmaps, use {{Cmd|r_staticpropinfo|2}} to show static prop IDs on screen.}}{{bug|hidetested=1|The resulting TGAs are written with the wrong color space {{fixed|{{gmod}}}}; convert the resulting [[PPL]] files instead. This command can be useful for indicating which model and at what location each prop is, which the PPL filenames lack.}} |game={{only|{{src13mp}}{{gmod}}}}}}
{{CLParam|-dumppropmaps|Dump computed static prop lightmaps as [[TGA]] files.{{tip|This can be used to create lightmaps for dynamic props, using the {{ent|$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}}}}}}
{{CLParam|-unlitdetail|Disables lighting for detail props.|game={{only|{{csgo}}}}}}
{{CLParam|-reflectivityScale|param=float|Scale the [[$reflectivity]] of all textures. Default 1.0|game={{only|{{slamminsrc}}}}}}
}}
}}


=== Debug mode options ===
=== Debug Mode Options ===
If VRAD is compiled in debug mode or the <code>#if ALLOWDEBUGOPTIONS</code> preprocessor is removed, additional options are available.
If VRAD is compiled in debug mode or the <code>#if ALLOWDEBUGOPTIONS</code> preprocessor is removed, additional options are available.
{{CLParam|-scale|param=float|Scale lighting by this value.}}
{{CLParam|-scale|param=float|Scale lighting by this value.}}

Revision as of 00:16, 19 April 2025

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VBSPVVISVRADBSPZIP

VRAD VRAD is the command-line tool for Source 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 Wikipedia icon radiosity algorithm.

VRAD will:

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

vrad [options...] <bsp file>

For example, a regular compile would look like thus:

"Half-Life 2\bin\vrad.exe" -both -StaticPropLighting -StaticPropPolys -TextureShadows sdk_trainstation_01

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 Compile Pal.

Todo: Fix CLParam template. This template does not work properly with gallery and bug template.

Effects

-ldr
-hdr
-both
Whether to compile Standard Dynamic Range lighting (referred as "Low Dynamic Range lighting" in Source), High Dynamic Range lighting, or both respectively.
Note.pngNote:Since Left 4 Dead, SDR support was deprecated. Thus making -ldr and -both obsolete in engine branches made on or after Left 4 Dead. Instead, -hdr is required in order to produce proper lighting for your map.
Note.pngNote:Black MesaSlammin' Source Map Tools default to compiling only HDR automatically.
-fast
Compiles quick low quality lighting. Used for quick previewing.
Note.pngNote:-fast will cause random and discolored splotching to appear in darker areas, as well as shadowed edges around Displacements. It is advised to not ship your map using -fast.
Tip.pngTip:If you have a relatively modern CPU, you can try using other parameters to reduce the standard compile time instead. For example:-fastambient -bounce 1 -noextra -nodetaillight -noskyboxrecurse instead of -fast
-final
Increases the quality of light_environment and indirect lighting by spending more time firing rays.

Counter-Strike: Global Offensive Sets-StaticPropSampleScale to 16.
Slammin' Source Map Tools Sets-aosamples to 32, -extrasky to 16, and -extrapasses to 8.

-extrasky <integer>
Trace N times as many rays for indirect light and sky ambient.
(-final is equivalent to -extrasky 16; normal is equivalent to -extrasky 1)
-lights <filename>.rad
Load a custom RAD file in addition to lights.rad and the map-specific lights file. Include the file extension in the parameter.
-bounce <integer>
Set the maximum number of light ray bounces. (default: 100).
-smooth <integer>
Set the threshold for automatic phong smoothing of lightmaps between edges, in degrees (default: 45). Use smoothing groups to explicitly define faces as phonged together.
-luxeldensity <normal>
Scale down all luxels. Default (and maximum) value is 1.
Warning.pngWarning:Setting too low of a value will cause lighting errors.
-softsun <float>
Treat the sun as an area light source of this many degrees. Produces soft shadows. Recommended values are 0-5, default is 0. Identical to the SunSpreadAngle parameter for light_environment, use that instead.
-StaticPropLighting  (in all games since Source 2007)
Generate per-vertex lighting on prop_statics. Causes lightingorigin on static props props without $bumpmap or $phong to not affect lighting (only affecting chosen env_cubemap), unless the disablevertexlighting KV is set for the prop. This will increase your map's compile times substantially, based on the amount of props that you have! Disable vertex lighting for props that don't need it to keep compile times down. Static props which are close to bright light_spot entities will still appear as if they were lit per-vertex, due to the lights creating directional elights.
It also generates lightmaps for static props that have generatelightmaps enabled not many games supports this, (only in Source 2013 Multiplayer Team Fortress 2 branch Garry's Mod).
Warning.pngWarning:In Black Mesa Black Mesa, you should use -StaticPropLighting3 instead.
Icon-Important.pngImportant: Does not work on props with bump maps, except in Counter-Strike: Global Offensive Counter-Strike: Global Offensive.
Note.pngNote:In Counter-Strike: Global Offensive, in order to get proper lighting on your static props, you will need to run VRAD with this command.
-StaticPropPolys  (in all games since Source 2007)
Use the actual meshes of static props to generate shadows instead of using their collision meshes. This results in far more accurate shadowing.
-StaticPropPolys - Examples
-textureshadows  (in all games since Source 2007)
Casts texture shadows from $alphatest and $translucent surfaces of prop_static models that are specified in a RAD file or were compiled with $casttextureshadows. Usually requires -StaticPropPolys to have any effect. A surface will need a low lightmap scale for most texture shadows to be recognizable. Nonetheless, textures such as grate fences, foliage, and barbed wire will still cast noticeably more accurate shadows with this command enabled compared to disabled. Garry's Mod Garry's Mod Also casts shadows from model materials with %alphatexture.
-textureshadows - Examples


Note.pngNote:(only in Black Mesa) Also generates lightmap shadows from brushes (but not displacements) using $alphatest.
Icon-Bug.pngBug:Not compatible with $envmap env_cubemap; manually define the $envmap path instead.  (tested in: Black Mesa)
Icon-Bug.pngBug:Static props with multiple skins will always use the alpha channel(s) from the default skin's texture(s), even though the alternative skins' alpha textures are loaded by VRAD.
This will not work if a translucent texture's $basetexture parameter in the VMT contains the .vtf file extension; file extensions should be omitted from texture paths in VMTs.  (tested in: Day of Defeat: SourceSource 2013 Multiplayer)

Game/Compiler Specific Parameters

Counter-Strike: Global Offensive Counter-Strike: Global Offensive

-aoscale <float> (in all games since Counter-Strike: Global Offensive)(also in Slammin' Source Map ToolsGarry's Mod)
Scales the radius of VRAD's simulated ambient occlusion. 1.0 is default.
Tip.pngTip:Valve uses 1.5 for Dust 2.
-aoscale - Examples
-StaticPropBounce <integer> (only in Counter-Strike: Global Offensive)(also in Garry's Mod)
Number of static prop light bounces to simulate. The default is 0.
Tip.pngTip:Valve uses 3 static prop bounces for Dust 2.
Note.pngNote:Any static props that you want light to bounce off of must also have their "Enable Bounced Lighting" keyvalue set.
-StaticPropLightingFinal  (only in Counter-Strike: Global Offensive)
Obsolete Merged with -final.
-StaticPropLightingOld  (only in Counter-Strike: Global Offensive)
Will use the old lighting algorithm on props, light affects them much more.
-ambient <color1> (only in Counter-Strike: Global OffensiveDark Messiah of Might and MagicSlammin' Source Map Tools)
Sets the ambient term. Can be used to tweak lightmap color. Appears to just mix the color into all lightmaps.
Also available in Source 2013 Source 2013 if VRAD is compiled in debug mode
-unlitdetail  (only in Counter-Strike: Global Offensive)
Disables lighting for detail props.
-ambientfromleafcenters  (only in Counter-Strike: Global Offensive)
Samples ambient lighting from the center of the leaf.
-StaticPropSampleScale <float> (only in Counter-Strike: Global Offensive)(also in Garry's Mod)
Extra sampling factor for indirect lighting on prop_static.
slow: 16 (high quality); default: 4 (normal); fast: 0.25 (low quality)
Note.pngNote:-final is the equivalent of having -StaticPropSampleScale 16.
-LeafAmbientSampleReduction <float> (only in Counter-Strike: Global Offensive)
Reduction factor for ambient samples. Defaults to 1.0.

Black Mesa Black Mesa

-StaticPropLighting3  (only in Black Mesa)
This is a more precise and less buggy version of -StaticPropLighting.
-choptexlights  (only in Black Mesa)
Enables chopping of texture lights generated from a lights file. Control texture light quality with lightmap density in Hammer. Dramatically increases both texture light quality and compile time.
-extratransfers  (only in Black Mesa)
Enable overscaling of light transfers.
-transferscale <float> (only in Black Mesa)
This is the scale factor of light transfers. Increased values make surfaces transfer extra light (scale of 2-4 suggested). Default 1.0.
-satthresh <float> (only in Black Mesa)
This is the threshold that checks how saturated a material color is. Used with -satthreshscale. Default 0.4.
-satthreshscale <float> (only in Black Mesa)
The amount to scale light transfers from surfaces that pass the saturation threshold. Default 3.0.
-ambientocclusion  (only in Black Mesa)(also in Slammin' Source Map ToolsGarry's Mod)
Enable lightmapped ambient occlusion.
Tip.pngTip:Use very low lightmap scale for small stairs or add additional light sources to light them, otherwise stairs will be completely black.
-ambientocclusion Examples


-experimentalambientocclusion  (only in Black Mesa)
Uses an improved algorithm for ambient occlusion.
ObsoleteBroken. Don't use.
-experimentalambientocclusion Examples


-cascadeshadows  (only in Black Mesa)
Indicates that lightmap alpha data is interleved in the lighting lump, required for CSM.
Must be used with -StaticPropLighting3 to have proper lighting of static props.
-cascadeshadows Examples


-realskylight  (only in Black Mesa)
Enables VRAD to compute skylight ambient color by using actual values from skybox.
This option was originally designed only for levels in Xen, to make lighting for islands more natural. With earthbound outdoor levels this option makes level lighting weird, especially if level uses a skybox with an open, clear sky.
-realskylight Examples


-realskylightscale <float> (only in Black Mesa)
Scale factor of -realskylight intensity. Default: 1.0
-directsunlightisforadditivemode  (only in Black Mesa)
Toggles direct sunlight for additive mode.
Icon-Bug.pngBug:This option is not compatible with cascaded shadows.  (tested in: Black Mesa)
-directsunlightisforadditivemode Examples


Strata Source Strata Source

-aoradius <float> (only in Strata SourceInsurgency Day of Infamy)
Set the radius of VRAD's simulated ambient occlusion. 36 is default.
-aosamples <integer> (only in Strata SourceInsurgency Day of Infamy)(also in Slammin' Source Map Tools)
How many samples to use for VRAD's simulated ambient occlusion.
-PortalTraversalLighting  (only in Strata Source)
Enables static lights to go through linked_portal_door, if Static Portal value is Yes.
-PortalTraversalLighting Examples


-PortalTraversalAO  (only in Strata Source)
Enables static light Ambient Occlusion to go through linked_portal_door, if Static Portal value is Yes.
-PortalTraversalAO Examples


Slammin' Source Map Tools Slammin' Source Map Tools

-softenCosine  (only in Slammin' Source Map Tools)(also in Garry's Mod)
Softens coloured lighting so it blends more accurately.
-worldtextureshadows  (only in Slammin' Source Map Tools)
Allows world polys to cast texture shadows, much like models can.
Icon-Bug.pngBug:Doesn't work with displacements, and certain file formats might not cast shadows!  (tested in: Source 2013)
-worldtextureshadows Examples
-translucentshadows  (only in Slammin' Source Map Tools)
Enables -worldtextureshadows on $translucent surfaces. As by default only $alphatest surfaces cast baked shadows.
Icon-Bug.pngBug:Doesn't work with displacements, and certain file formats might not cast shadows!  (tested in: Source 2013)
-translucentshadows Examples
-coring  (only in Slammin' Source Map Tools)
Luxels with values dimmer than this are treated as completely black, and don't get supersampled.
Also available in Source 2013 Source 2013 if VRAD is compiled in debug mode
-reflectivityScale <float> (only in Slammin' Source Map Tools)
Scale the $reflectivity of all textures. Default 1.0

Mapbase Mapbase

-ultrafast  (only in Mapbase)
Merges '-fast -fastambient -noextra -bounce 1' commands into one, reduces compile time, useful for testing large maps.
-extrapasses  (only in Mapbase)
Lets you scale how many extra passes you want your map to go through for supersampling, useful for making the lightmaps more rgb constant.

Half-Life 2 Half-Life 2 20th

-HL2LDRAmbientClassic  (only in Half-Life 2) 20th
Use BSP version <20 LDR ambient lighting constant (pre-Lost Coast vmfs)
-HL2LDRAmbientFix  (only in Half-Life 2) 20th
Use adjusted LDR ambient lighting constant for HDR re-lit maps (Use adjusted LDR ambient lighting constant for HDR re-lit maps (Post 360/Orange Box HL2 VMFs only)

Performance

-low
Run as a low-priority process.
-threads <integer>
Override the number of CPU threads used. Maximum is 16 threads (32 in Counter-Strike: Global OffensiveSlammin' Source Map ToolsMapbase, unlimited in Team Fortress 2)
PlacementTip.pngWorkaround:With a patched vrad_dll you can use 32 threads. Left 4 Dead 2 fixtoolthreads is a patch for VRAD (and VVIS) that supports unlimited threads and fixes a thread scaling issue.
Note.pngNote:The above mentioned thread scaling issue has been fixed in Team Fortress 2,Counter-Strike: Global Offensive,Left 4 Dead 2,Garry's Mod.
Tip.pngTip:If you know that the compile time will be very long and would rather do something else while waiting, it may be useful to specify a number of threads 1 or 2 lower than what your CPU has. This allows the computer to allocate some more power to other applications, making it less choppy while lighting is being compiled. Keep in mind that this may slightly extend your compile time.
-mpi
Use VMPI to distribute computations.
-mpi_pw <string>
Use a password to choose a specific set of VMPI workers.
-noextra
Disable supersampling. This will lead to blockier, less accurate lighting.
-chop <integer>
Smallest number of luxel widths for a bounce patch, used on edges. (Default: 4)
-maxchop <integer>
Coarsest allowed number of luxel widths for a patch, used in face interiors. (Default: 4)
-dispchop <integer>
Smallest acceptable luxel width of displacement patch face. (Default: 8)
-LargeDispSampleRadius
This can be used if there are (dark) splotches of bounced light on terrain. The compile will take longer, but it will gather light across a wider area.
-compressconstant <integer>
Compress lightmaps whose color variation is less than this many units.
Todo: Find out if this is branch specific, as it doesn't work with TF2.
-fastambient
Uses low quality per-leaf ambient sampling to save compute time.
-noao  (only in Insurgency Day of Infamy)
Disables compiling simulated ambient occlusion for lightmaps.
-disppatchradius <float>
Sets the maximum radius allowed for displacement patches. If you get "Patch Sample Radius Clamped", you can try increasing this limit.

Debugging

-rederrors
Emit red light when "a luxel has no samples".
-vproject <directory>
-game <directory>
Override the VPROJECT environment variable.
-insert_search_path <directory>
Includes an extra base directory for mounting additional content (like Gameinfo.txt entries). Useful if you want to separate some assets from the mod for whatever reason.
-v
-verbose
Turn on verbose output.
-novconfig
Don't bring up graphical UI on vproject errors.
-dump
Dump patches to debug files.
-dumpnormals
Write normals to debug .txt files.
-debugextra
Places debugging data in lightmaps to visualize supersampling.
-dlightmap
Force direct lighting into different lightmap than radiosity.
-stoponexit
Wait for a keypress on exit.
-nodetaillight
Don't light detail props.
-centersamples
Move sample centers.
-loghash
Log the sample hash table to samplehash.txt.
-onlydetail
Only light detail props and per-leaf lighting.
-maxdispsamplesize <integer>
Set max displacement sample size (default: 512).
-FullMinidump
Write large minidumps on crash.
-OnlyStaticProps
Only perform direct static prop lighting.
-StaticPropNormals
When lighting static props, just show their normal vector.
-noskyboxrecurse
Turn off recursion into 3d skybox (skybox shadows on world).
-nossprops
Globally disable self-shadowing on static props.
-dumppropmaps  (only in Source 2013 MultiplayerGarry's Mod)
Dump computed static prop lightmaps as TGA files.
Tip.pngTip:This can be used to create lightmaps for dynamic props, using the $lightmap shader parameter.
Tip.pngTip:To pair static props in a map with their dumped lightmaps, use r_staticpropinfo 2 to show static prop IDs on screen.
Icon-Bug.pngBug:The resulting TGAs are written with the wrong color space (fixed in Garry's Mod); 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.

Debug Mode Options

If VRAD is compiled in debug mode or the #if ALLOWDEBUGOPTIONS preprocessor is removed, additional options are available.

-scale <float>
Scale lighting by this value.
-ambient <color1>
Apply a minimum ambient lighting value to the map.
-scale <float>
Scale lighting by this value.
-sky <float>
-notexscale
-coring <float>
Luxels with values dimmer than this are treated as completely black, and don't get supersampled.

Lights files

Main article:  RAD file#Source 1

Console output

Todo: Add description about missing outputs output (BuildVisLeafs, other)

Bugs and caveats

Warning.pngWarning:VRAD does not compile shadows based on transparent/translucent brushes or displacements. If you must have shadows made by a brush (such as a fence texture), you can turn the brush into a prop via SourceIO SourceIO, Crafty Crafty or Propper++ and put it into the RAD file or compile with $casttextureshadows. Alternatively, use an existing fence prop or the "blocklight" tool texture.
Tip.pngTip:(only in Slammin' Source Map Tools) You can use -worldtextureshadows to make vrad compile shadows based on brush alpha channels (but not displacements).
Warning.pngWarning:VRAD will use 100% of your CPU unless specified otherwise with the -threads # launch option.
Icon-Bug.pngBug:In Source 2006 and Left 4 Dead, users seeing crashes when VRAD compiles HDR lighting should read VRAD HDR Crash Fix.
Icon-Bug.pngBug:In games before Left 4 Dead, .mdl files that don't have .dx80.vtx files with them will lead to VRAD skipping lighting for that prop. Copying the .dx90.vtx file and renaming it to a .dx80.vtx will fix the issue.
Tip.pngTip:A windows batch file to do this automatically has been created here, extract the zip contents into your game's models folder and run the included .ps1 file.
Note.pngNote:Dark Messiah of Might and Magic is exempt from this issue.
  (tested in: Source 2013)
Icon-Bug.pngBug:.mdl files that have the IDST1 header will fail to load for VBSP, and will give a error message stating the prop failed to load; this can be fixed by changing the header to IDST0 in a Hex Editor, or by recompiling the prop in a non-L4D branch Studiomdl application such as Source 2013.  [todo tested in ?]
Icon-Bug.pngBug:Since the release of Source SDK 2013 up until at least October 2017, all known copies of VRAD have a thread sharing bug which causes performance to scale poorly to multiple threads, particularly on outdoor scenes with -final set (despite showing 100% CPU usage). The fix to this bug for Source 2013 is available here and edited DLLs are available here. This issue is fixed in Counter-Strike: Global Offensive, Left 4 Dead 2, Team Fortress 2, Garry's Mod and Mapbase.
Todo: Is this fixed in Slammin' Source Map Tools? Also in Source 2007 and earlier, and Alien Swarm SDK, raytrace.cpp isn't present so check if these versions also have the bug or not.
  (tested in: Source 2013)


Icon-Bug.pngBug:Randomly causes corrupt lightmaps that look like "ink spills" or light splotches. These can be mostly avoided by not using very long or diagonal brushes, as well as not having too low of a light level in your indoor areas.
Tip.pngTip:Source Engine BSP Lightmap Editor can be used to manually correct a .bsp lightmap data.
  [todo tested in ?]
Note.pngNote:If you are watching the compile dialog and it looks like it has hung at 9... this is usually because VRAD takes longer with each calculation.
Clarify: This isn't due to bounce calculations.[1]
Icon-Bug.pngBug:VRAD is unable to calculate texture shadows for textures using DXT3 compression. Use DXT5 instead.  (tested in: Half-Life 2: Deathmatch)
Note.pngNote:Super sampling is not implemented on displacements (before Counter-Strike: Global Offensive) and lightmapped props. The former is fixed in Slammin' Source Map Tools Slammin' Source Map Tools.

See also