VRAD++: Difference between revisions
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** HDR data will not be remapped if LDR data is already present | ** HDR data will not be remapped if LDR data is already present | ||
** Therefore if you need different LDR and HDR lighting, compile with -ldr and -hdr separately | ** Therefore if you need different LDR and HDR lighting, compile with -ldr and -hdr separately | ||
* Bypassed "numplanes + fakeplanes >= MAX_MAP_PLANES" limit | * Bypassed "numplanes + fakeplanes >= MAX_MAP_PLANES" limit | ||
* Added AppID mounting in {{code|gameinfo.txt}} | * Added AppID mounting in {{code|gameinfo.txt}} | ||
| Line 43: | Line 39: | ||
* Added {{code|-worldtextureshadows}} | * Added {{code|-worldtextureshadows}} | ||
** Allows $alphatest brush textures to cast proper shadows like props | ** Allows $alphatest brush textures to cast proper shadows like props | ||
* Added {{code|-translucentshadows}} | * Added {{code|-translucentshadows}} | ||
* Improved vertex lighting for props | * Improved vertex lighting for props | ||
** Added {{code|-StaticPropIndirectMode}} to use old behavior if desired | |||
* Fixed maps with more than 13 million triangles taking a very, very long time to compile | * Fixed maps with more than 13 million triangles taking a very, very long time to compile | ||
* Redundant vertex lighting is skipped for lightmapped props (saves compile time and file size) | * Redundant vertex lighting is skipped for lightmapped props (saves compile time and file size) | ||
| Line 55: | Line 48: | ||
* Fixed bug where broken vertex data in props skipped vertex lighting for other props | * Fixed bug where broken vertex data in props skipped vertex lighting for other props | ||
* Named or styled lights are now sorted by brightness priority for faces | * Named or styled lights are now sorted by brightness priority for faces | ||
** Reduces occurence of bad lighting from overlapping named/styled lights | |||
* Added {{code|-scale}}, {{code|-ambient}}, {{code|-dlight}}, {{code|-sky}}, {{code|-notexscale}}, {{code|-coring}} debug options | * Added {{code|-scale}}, {{code|-ambient}}, {{code|-dlight}}, {{code|-sky}}, {{code|-notexscale}}, {{code|-coring}} debug options | ||
* Unlimited texlight support in {{code|.rad}} files | * Unlimited texlight support in {{code|.rad}} files | ||
Revision as of 04:27, 18 November 2025
VRAD++ is a community-made modification of Source's VRAD developed by ficool2.
Differences
- Scales up to 64 threads
- Small performance optimizations
- Shared LDR/HDR compiling:
- When using -both, LDR lighting data will be redirected to HDR at no extra file size cost
- This means you don't need to compile VRAD twice for LDR and HDR users anymore (compatible with both)
- Passing in -ldr or -hdr will still explicitly compile in LDR or HDR mode only, respectively
- HDR data will not be remapped if LDR data is already present
- Therefore if you need different LDR and HDR lighting, compile with -ldr and -hdr separately
- Bypassed "numplanes + fakeplanes >= MAX_MAP_PLANES" limit
- Added AppID mounting in
gameinfo.txt - Added ambient occlusion baking
- Custom implementation that is an order of magnitude faster than AO in Slammin/CS:GO (!)
- Set
-ambientocclusionto enable this - Customize with
-aoradius,-aoscale,-aopropsamples,-aofacesamples - Samples are automatically adjusted for
-fastand-finalmode - Default AO radius and scale is 32 units and 0.5 respectively
- Added
-reflectivityscale - Added
-worldtextureshadows- Allows $alphatest brush textures to cast proper shadows like props
- Added
-translucentshadows - Improved vertex lighting for props
- Added
-StaticPropIndirectModeto use old behavior if desired
- Added
- Fixed maps with more than 13 million triangles taking a very, very long time to compile
- Redundant vertex lighting is skipped for lightmapped props (saves compile time and file size)
.dx90.vtxdata is loaded for vertex lighting instead of.dx80.vtx- Broken vertex data for props will now be skipped over when compiling
- Fixed bug where broken vertex data in props skipped vertex lighting for other props
- Named or styled lights are now sorted by brightness priority for faces
- Reduces occurence of bad lighting from overlapping named/styled lights
- Added
-scale,-ambient,-dlight,-sky,-notexscale,-coringdebug options - Unlimited texlight support in
.radfiles - Comments in
.radfiles are now skipped - Cleaned up formatting of some messages and warnings
Supported games
VRAD++ is currently available for all games on
Team Fortress 2 branch.
External links
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