• Alternative to vRad/ Access to more parameters/ External lightmap-baking?
    5 replies, posted
I've been wondering lately if there's a way to change the way, Source generates lightmaps, like increasing the strength of indirect lighting or the gamma of the lightmaps - or even rendering the whole Lightmaps externally (for example in Max) and just packing them into the .bsp. Alternatively, is there a good way to unpack and edit vRad-generated Lightmaps, like an automated script? Has something like that been done/ tried before?
I'm not sure, but you [I]may[/I] be able to do this with [URL=http://nemesis.thewavelength.net/index.php?p=2]Nem's Batch Compiler[/URL].
It provides exactly the options I need, but in the legacy of Zoners Tools, which only work for HL1. The compile-options for HL2 are only the normal RAD-options with a new interface :/
Unless you feel like de-compiling VRAD.exe and writing your own there's not much you can do. There was something on the Valve Developer Community about custom map compilers but from what I remember it never really went anywhere. You could make a map entirely with 3D models using BSP for visibility only; Basically what's done in newer engines like Unreal and Cryengine.
[quote]Unless you feel like de-compiling VRAD.exe and writing your own there's not much you can do.[/quote] I'm really starting to consider that. Good thing I have a bunch of informatics-students right next door^^ Unfortunately, I'm not skilled enough to make an entire map from models (which is equivalent to producing the whole map in Max, then porting it), even though really seems like a really cool thing to do.
Since SketchUp is easier to work with for beginners than 3ds max, you could try making a map in it and then porting it via Max to Source.
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