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Flag-white.pngEnglish (en)

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 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.

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Syntax

vrad [options...] <bsp file>

For example:

"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 or a batch file.

Effects

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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 Offensive also in Slammin' Source Map Tools). With a patched vrad_dll you can use 32 threads.
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, more inaccurate 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 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.
-LeafAmbientSampleReduction <float> (only in Counter-Strike: Global Offensive)
Reduction factor for ambient samples. Defaults to 1.0.
-noao  (only in Insurgency Day of Infamy)
Disables compiling simulated ambient occlusion for lightmaps.
-StaticPropSampleScale <float> (only in Counter-Strike: Global Offensive)
Regulates the generated per-vertex prop_static lighting.
slow: 16 (high quality); default: 4 (normal); fast: 0.25 (low quality)
Note.pngNote:-final is the equivalent of having -StaticPropSampleScale 16.
-disppatchradius <float>
Sets the maximum radius allowed for displacement patches.
-ambientfromleafcenters  (only in Counter-Strike: Global Offensive)
Samples ambient lighting from the center of the leaf.

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 Multiplayer)
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.
-unlitdetail  (only in Counter-Strike: Global Offensive)
Disables lighting for detail props.

Lights files

Main article:  RAD file#Source 1

Console Output

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

See Also