This article's documentation is for anything that uses the Source engine. Click here for more information.

VRAD++: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 28: Line 28:
** 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
*** NOTE: before the 22/10/25 update, VRAD++ would run in HDR mode by Default
*** This has been reverted to stock behavior, with LDR mode being default
*** Only -both will do the data remapping
*** This was done for compatibility with other branches which VRAD++ is being ported to
* 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 $alphatest brush textures to cast proper shadows like props
** Requires {{code|-textureshadows}}
** Fixed bug where {{code|textureshadows}} doesn't work if top-left pixel is opaque
* Added {{code|-translucentshadows}}
* Added {{code|-translucentshadows}}
** Similar to {{code|-worldtextureshadows}} but for {{code|$translucent}} brush textures
** Require {{code|-textureshadows and {{code|-worldtextureshadows}}
* 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

English (en)Translate (Translate)

VBSP++VVIS++VRAD++

Stub

This article or section is a stub. You can help by expanding it.

VRAD++
Developer(s)
Initial release
Jul 10, 2025
Stable release
Oct 26, 2025
Operating system
Windows
Type
Map compiler
Target engine(s)
Source
Distribution
Freeware
Download

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 -ambientocclusion to enable this
    • Customize with -aoradius, -aoscale, -aopropsamples, -aofacesamples
    • Samples are automatically adjusted for -fast and -final mode
    • 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 -StaticPropIndirectMode to use old behavior if desired
  • 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.vtx data 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, -coring debug options
  • Unlimited texlight support in .rad files
  • Comments in .rad files 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 Team Fortress 2 branch.

External links