VDC says it's very costly, seeing as it's using the actual polies instead of
the collision model, which is rather basic for alot of things.

On Tue, Jan 6, 2009 at 4:08 AM, Robert Briscoe <[email protected]> wrote:

> I believe -staticproppolys specifies that VRAD use the model for shadow
> casting instead of the collision model for more accurate shadows at the cost
> of a slightly longer compile time.
>
>
>
> ----- Original Message ----
> From: Matt Hoffman <[email protected]>
> To: Discussion of Half-Life Programming <[email protected]>
> Sent: Tuesday, 6 January, 2009 1:37:14
> Subject: [hlcoders] Explanation of mapautocompile.txt Compile parameters?
>
> 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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