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Revise obsolete options in VRAD documentation (#155)
* Revise obsolete options in vrad documentation Updated the documentation for the -softsun and -StaticPropLightingFinal options to reflect their obsolescence and provide guidance on alternatives. * Clarify StaticPropPolys lighting calculation method Updated the description for the StaticPropPolys option to clarify its functionality.
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docs/modding/util/vrad.md

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@@ -106,21 +106,20 @@ Other options:
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-loghash : Log the sample hash table to samplehash.txt.
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-onlydetail : Only light detail props and per-leaf lighting.
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-maxdispsamplesize #: Set max displacement sample size (default: 512).
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-softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
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Recommended values are between 0 and 5. Default is 0.
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-softsun <n> : Treats the sun as a soft area light, spreading it's shadows based on the float. This option is now obsolete, you should use SunSpreadAngle on light_enviroment instead.
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-FullMinidumps : Write large minidumps on crash.
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-chop : Smallest number of luxel widths for a bounce patch, used on edges
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-maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors
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-LargeDispSampleRadius: This can be used if there are splotches of bounced
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light on terrain. The compile will take longer, but
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it will gather light across a wider area.
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-StaticPropLighting : generate baked static prop vertex lighting
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-StaticPropLightingFinal : generate baked static prop vertex lighting (uses higher/final quality processing)
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-StaticPropPolys : Perform shadow tests of static props at polygon precision
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-StaticPropLightingFinal : this option is obsolete. it's function is merged with -final.
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-StaticPropPolys : Calculate lighting on static props using the visual mesh instead of the collision mesh.
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-OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
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-StaticPropNormals : when lighting static props, just show their normal vector
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-StaticPropBounce : Enable static props to bounce light. Experimental option, doesn't work with VMPI right now.
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-textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture
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-textureshadows : Allows models to cast shadows based on the alpha channel of their texture. Does not work with brushes, and in the case of skins, will use the first one.
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-noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
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-nossprops : Globally disable self-shadowing on static props
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