Upon reading further (Gasp, who know that would help) the -mpi switch is the
switch for the VMPI. So it is the same.

Arn't displacements running on their own lightmap stuff that we can't edit?
Gonna look for more input.

In an unrelated question: Is there a list (like hlcoders) for modeling?

On Mon, Jan 5, 2009 at 5:17 PM, Ryan Sheffer <[email protected]> wrote:

> 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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