QRAD: Difference between revisions
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This was one of the most bugged tools out of the original sets of tools. ZHLT found that this tool packed the direct lighting data into a map ''twice'' resulting in longer compile times. He also found that every [[PVS]] required a [[Light_environment_(GoldSrc)|light_environment]] (can be only seen in decomplied map files from some games) for lighting an outdoor area, which could be tedious for mappers. | This was one of the most bugged tools out of the original sets of tools. ZHLT found that this tool packed the direct lighting data into a map ''twice'' resulting in longer compile times. He also found that every [[PVS]] required a [[Light_environment_(GoldSrc)|light_environment]] (can be only seen in decomplied map files from some games) for lighting an outdoor area, which could be tedious for mappers. | ||
== See | == See also == | ||
*[[VRAD]] - {{source|4|nt=3}} counterpart. | *[[VRAD]] - {{source|4|nt=3}} counterpart. | ||
*[[VRAD_(Source 2)|VRAD2 & VRAD3]] - {{source2|4}} counterpart. | *[[VRAD_(Source 2)|VRAD2 & VRAD3]] - {{source2|4}} counterpart. | ||
{{ | {{gldsrc sdktools}} | ||
[[Category:Half-Life]] | [[Category:Half-Life]] | ||
[[Category:GoldSrc Glossary]] | [[Category:GoldSrc Glossary]] | ||
Revision as of 11:57, 4 January 2024
QRAD (short for Quake RADiosity) was one of the sets of tools originally shipped with the Half-Life mod tools to compile radiosity and lightmap data into a map.
This was one of the most bugged tools out of the original sets of tools. ZHLT found that this tool packed the direct lighting data into a map twice resulting in longer compile times. He also found that every PVS required a light_environment (can be only seen in decomplied map files from some games) for lighting an outdoor area, which could be tedious for mappers.
See also
- VRAD -
Source 1 counterpart. - VRAD2 & VRAD3 -
Source 2 counterpart.
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