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- ** Executing...
- ** Command: "E:\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
- ** Parameters: -game "E:\Steam\steamapps\common\Half-Life 2\ep2" "e:\steam\steamapps\common\half-life 2\ep2\lobby"
- Valve Software - vvis.exe (May 15 2014)
- 4 threads
- reading e:\steam\steamapps\common\half-life 2\ep2\lobby.bsp
- reading e:\steam\steamapps\common\half-life 2\ep2\lobby.prt
- 684 portalclusters
- 2357 numportals
- BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
- PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (104)
- Optimized: 485 visible clusters (0.33%)
- Total clusters visible: 147525
- Average clusters visible: 215
- Building PAS...
- Average clusters audible: 680
- visdatasize:112351 compressed from 120384
- writing e:\steam\steamapps\common\half-life 2\ep2\lobby.bsp
- 1 minute, 44 seconds elapsed
- ** Executing...
- ** Command: "E:\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
- ** Parameters: -both -final -staticlighting -staticproppolys -game "E:\Steam\steamapps\common\Half-Life 2\ep2" "e:\steam\steamapps\common\half-life 2\ep2\lobby"
- Valve Software - vrad.exe SSE (May 15 2014)
- Valve Radiosity Simulator
- Command line: "E:\Steam\steamapps\common\Half-Life 2\bin\vrad.exe" "-ldr" "-final" "-staticlighting" "-staticproppolys" "-game" "E:\Steam\steamapps\common\Half-Life 2\ep2" "e:\steam\steamapps\common\half-life 2\ep2\lobby"
- usage : vrad [options...] bspfile
- example: vrad c:\hl2\hl2\maps\test
- Common options:
- -v (or -verbose): Turn on verbose output (also shows more command
- -bounce # : Set max number of bounces (default: 100).
- -fast : Quick and dirty lighting.
- -fastambient : Per-leaf ambient sampling is lower quality to save compute time.
- -final : High quality processing. equivalent to -extrasky 16.
- -extrasky n : trace N times as many rays for indirect light and sky ambient.
- -low : Run as an idle-priority process.
- -mpi : Use VMPI to distribute computations.
- -rederror : Show errors in red.
- -vproject <directory> : Override the VPROJECT environment variable.
- -game <directory> : Same as -vproject.
- Other options:
- -novconfig : Don't bring up graphical UI on vproject errors.
- -dump : Write debugging .txt files.
- -dumpnormals : Write normals to debug files.
- -dumptrace : Write ray-tracing environment to debug files.
- -threads : Control the number of threads vbsp uses (defaults to the #
- or processors on your machine).
- -lights <file> : Load a lights file in addition to lights.rad and the
- level lights file.
- -noextra : Disable supersampling.
- -debugextra : Places debugging data in lightmaps to visualize
- supersampling.
- -smooth # : Set the threshold for smoothing groups, in degrees
- (default 45).
- -dlightmap : Force direct lighting into different lightmap than
- radiosity.
- -stoponexit : Wait for a keypress on exit.
- -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
- -nodetaillight : Don't light detail props.
- -centersamples : Move sample centers.
- -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
- The number specified must be less than 1.0 or it will be
- ignored.
- -loghash : Log the sample hash table to samplehash.txt.
- -onlydetail : Only light detail props and per-leaf lighting.
- -maxdispsamplesize #: Set max displacement sample size (default: 512).
- -softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
- Recommended values are between 0 and 5. Default is 0.
- -FullMinidumps : Write large minidumps on crash.
- -chop : Smallest number of luxel widths for a bounce patch, used on edges
- -maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors
- -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.
- -StaticPropLighting : generate backed static prop vertex lighting
- -StaticPropPolys : Perform shadow tests of static props at polygon precision
- -OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
- -StaticPropNormals : when lighting static props, just show their normal vector
- -textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture
- -noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
- -nossprops : Globally disable self-shadowing on static props
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