VRAD Lighting Skipper
Quote from zemerick on June 23, 2012, 2:00 pmA quick and dirty program to help dramatically reduce build times in PETI.
This program is currently Unsupported as I am working on a far more powerful tool that will include the functionality of the Lighting Skipper.
File Name: VRAD_Lighting_Skipper.zip
File Size: 86.85 KiB
Click here to download VRAD Lighting Skipper
A quick and dirty program to help dramatically reduce build times in PETI.
This program is currently Unsupported as I am working on a far more powerful tool that will include the functionality of the Lighting Skipper.
File Name: VRAD_Lighting_Skipper.zip
File Size: 86.85 KiB
Click here to download VRAD Lighting Skipper
Quote from Lpfreaky90 on June 23, 2012, 4:02 pmHorrible idea, vrad is quite important: it calculates the lighting for your map, for more information:
https://developer.valvesoftware.com/wiki/Vradof the three programs that are used by the compile (vbsp, vvis and vrad) vrad might be the least important one but it is still very important since it will make your map look a lot better.
It would be interesting if you can somehow replace the compile settings, like removing static lighting and more some other settings to make your compile faster, but completely removing it is a very bad idea since your maps will turn out Fulbright.
Horrible idea, vrad is quite important: it calculates the lighting for your map, for more information:
https://developer.valvesoftware.com/wiki/Vrad
of the three programs that are used by the compile (vbsp, vvis and vrad) vrad might be the least important one but it is still very important since it will make your map look a lot better.
It would be interesting if you can somehow replace the compile settings, like removing static lighting and more some other settings to make your compile faster, but completely removing it is a very bad idea since your maps will turn out Fulbright.
Quote from BEARD! on June 23, 2012, 4:21 pmIt might be useful if you're just testing puzzles ("does this fling work?", "is the timing too tight?") and don't want to sit through a long vrad compile. [But you could probably reduce vrad's computation time by just temporarily removing lights]
It might be useful if you're just testing puzzles ("does this fling work?", "is the timing too tight?") and don't want to sit through a long vrad compile. [But you could probably reduce vrad's computation time by just temporarily removing lights]
Co-operative: Lightspeed Upstairs Downstairs
Quote from sicklebrick on June 23, 2012, 5:42 pmBEARD! wrote:It might be useful if you're just testing puzzles ("does this fling work?", "is the timing too tight?") and don't want to sit through a long vrad compile. [But you could probably reduce vrad's computation time by just temporarily removing lights]Easier and faster just to skip the lighting 'till you need it. Been using this for a few days now and wouldn't touch PeTI without it
Lpfreaky90 wrote:...but completely removing it is a very bad idea since your maps will turn out Fulbright.It's temporary LP, and you can always do mat_fullbright 0, after compiling with vrad re-enabled
Easier and faster just to skip the lighting 'till you need it. Been using this for a few days now and wouldn't touch PeTI without it
It's temporary LP, and you can always do mat_fullbright 0, after compiling with vrad re-enabled
Quote from zemerick on June 23, 2012, 6:20 pmLpfreaky90 wrote:Horrible idea, vrad is quite important: it calculates the lighting for your map, for more information:
https://developer.valvesoftware.com/wiki/Vradof the three programs that are used by the compile (vbsp, vvis and vrad) vrad might be the least important one but it is still very important since it will make your map look a lot better.
It would be interesting if you can somehow replace the compile settings, like removing static lighting and more some other settings to make your compile faster, but completely removing it is a very bad idea since your maps will turn out Fulbright.
I recommend at least looking into something before calling it a horrible idea.
As sicklebrick mentioned, it is to greatly speed up compile time while building and testing the structure of your map. Then, at any time, you can choose to do a full standard build.
I agree that a lot more control is a good idea, and that is exactly what I said I am working on...but that will take a fair bit longer as it's a lot more complex. There are something like 30 or 40 command line options for VRAD, and some of them are not simple toggles. Until I get the final tool complete, at least developers have this to fully HALF the build time. This helps out immensely when you are working on a puzzle that needs fine tuning.
I never once said you had to stay full bright, and that's because is intended to NOT stay full bright.
https://developer.valvesoftware.com/wiki/Vrad
of the three programs that are used by the compile (vbsp, vvis and vrad) vrad might be the least important one but it is still very important since it will make your map look a lot better.
It would be interesting if you can somehow replace the compile settings, like removing static lighting and more some other settings to make your compile faster, but completely removing it is a very bad idea since your maps will turn out Fulbright.
I recommend at least looking into something before calling it a horrible idea.
As sicklebrick mentioned, it is to greatly speed up compile time while building and testing the structure of your map. Then, at any time, you can choose to do a full standard build.
I agree that a lot more control is a good idea, and that is exactly what I said I am working on...but that will take a fair bit longer as it's a lot more complex. There are something like 30 or 40 command line options for VRAD, and some of them are not simple toggles. Until I get the final tool complete, at least developers have this to fully HALF the build time. This helps out immensely when you are working on a puzzle that needs fine tuning.
I never once said you had to stay full bright, and that's because is intended to NOT stay full bright.
Quote from Mevious on June 27, 2012, 7:22 pmLpfreaky you totally missed the point.
Thanks for the program, zemerick and sicklebrick. I've wanted this feature since the first time using the new editor, and it never occurred to me to do it this way. I modified the source so that it wouldn't pop open the window and simply default to do vrad if it isn't set to auto skip. I think this is more useful for people with crappy computers that don't have enough ram to quickly switch in and out of Portal 2. Maybe a future tool should have three options: auto skip, auto vrad, and pop-up option.
Lpfreaky you totally missed the point.
Thanks for the program, zemerick and sicklebrick. I've wanted this feature since the first time using the new editor, and it never occurred to me to do it this way. I modified the source so that it wouldn't pop open the window and simply default to do vrad if it isn't set to auto skip. I think this is more useful for people with crappy computers that don't have enough ram to quickly switch in and out of Portal 2. Maybe a future tool should have three options: auto skip, auto vrad, and pop-up option.
Portal 1: Portal Pro, Resurrection, Dyad, Rexaura
Portal 2: [Coop] Electrophobia, [PTI] EotM Collection, [SP] Aperture Halloween
Quote from zemerick on June 29, 2012, 1:20 pmThat's a good idea. I don't know why I didn't think of it, lol.
When I get back to working on the improved tool, I'll have to look into that. Thanks!
That's a good idea. I don't know why I didn't think of it, lol.
When I get back to working on the improved tool, I'll have to look into that. Thanks!