Talk:VRAD

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Is it the current state that -rederror does not work in Expert Compile mode? --wisemx 06:49, 16 Sep 2005 (PDT)

Rederror only works in a commandprompt style compile...since hammer's compile log is crap, it doesn't work there —Ts2do 14:23, 16 Sep 2005 (PDT)

is there any documentation to VRAD? - Unknown

What kind of documentation? What would you want to find out? --Andreasen 06:12, 24 Sep 2007 (PDT)
"Vrad needs a CPU with SSE extensions or it will crash otherwise. E.g. the classic AMD Athlon CPU's do not have SSE."
- Unknown

Is this true? --Andreasen 06:12, 24 Sep 2007 (PDT)

Ah damn i seriously thought i copied it down somewhere else. I feel so bad about that sorry bro.--Gear 11:52, 24 Sep 2007 (PDT)

-nossprops

What's -nossprops do? It can be seen in source 2007 binaries.gcf in hl2/scripts/mapautocompile.txt

Disables self-shadowing on static props, at a guess. --TomEdwards 11:07, 29 March 2009 (UTC)


In L4D2, auto loaded map light files (mapname.rad) don't appear to actually work. VRAD doesn't load the files, no matter whether they are in the same directory as an addon's addoninfo.txt (as one site I saw said) or the directory where L4d2's gameinfo.txt is (as this article says). Also, overlays and props don't cast light on the world even if the same material does cast light when it's placed on a brush; one solution is to put the material on one face of a func_illusionary that's set to Don't Render, with nodraw on the other faces. --Dyne 15:32, 16 May 2010 (UTC)

lights.rad noshadow

Does the 'noshadow' parameter in a lights.rad file only apply to materials that are applied to model and not world geometry? This seems to be the case through several tests of mine, but the article doesn't specify one way or another (like it does for forcetextureshadow). --RabidMonkey 22:37, 26 October 2010 (UTC)

-StaticPropBounce

"Tip:Valve uses 3 static prop bounces for the new Dust 2. Note:Any static props that you want light to bounce off of must also have their "Enable Bounced Lighting" keyvalue set.

I'm looking at cp_dust2 in hammer, and every single one of the staticmesh props has the "Enable Bounced Lighting" keyvalue set to 0?

How is a decompiler going to figure out whether light bounces where enabled on a prop or not? It's not information that is stored in the BSP. Practical Problems (talk) 19:50, 6 April 2019 (UTC) EDIT: also you are opening cp_dust2.vmf which is a map from 6 years ago its literally not even a defusal map and looks nothing like the current version of dust 2, how could you do this