Here you be. http://developer.valvesoftware.com/wiki/Vrad
As for Dispchop, it is most likely a displacement lighting option like: -chop Smallest number of luxel<http://developer.valvesoftware.com/wiki/Luxel>widths for a bounce patch, used on edges. -maxchop Coarsest allowed number of luxel widths for a patch, used in face interiors. On Mon, Jan 5, 2009 at 4:37 PM, Matt Hoffman <[email protected]>wrote: > Goodday list, writing in for the first time. > > Inside of Episode Two Content.gcf>scripts, there's a mapautocompile.txt. > Inside is stuff like this: > map: ep2_outland_04 > vbsp: > vvis: -mpi > vrad: -final -dispchop 2 -staticproppolys -staticproplighting > -textureshadows -both -mpi > > For each map. > > I assume that this is used by an internal program of Valve's to do a final > compile of the maps. However, I'm curious as to what some of the parameters > are. > > -MPI. Is this VMPI minus the V? Or is it something completely different? > > -Dispchop 2: What does this do? Is it chopping up displacements? If so, how > does 2 affect it? > > What's -staticproppolys do? I know -staticproplighting is to make > static_props cast more specific lighting(?), and i know -textureshadows > improves the shadows too. > > Thanks guys. > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ~Ryan _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

