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.
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>


-- 
~Ryan
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