diff --git a/docs/modding/util/vrad.md b/docs/modding/util/vrad.md index fdadadbe..4590a44f 100644 --- a/docs/modding/util/vrad.md +++ b/docs/modding/util/vrad.md @@ -114,8 +114,11 @@ Other options: light on terrain. The compile will take longer, but it will gather light across a wider area. -StaticPropLighting : generate baked static prop vertex lighting - -StaticPropLightingFinal : this option is obsolete. it's function is merged with -final. - -StaticPropPolys : Calculate lighting on static props using the visual mesh instead of the collision mesh. + -StaticPropLightingFinal : This option is obsolete. it's function is merged with -final. + -StaticPropLightingOld : This option uses an older algorithm for static prop lighting + in which props will be lit much brighter than they should + Sometimes this is preferred to match the style of older Source games, like Portal 2 which used this algorithm + -StaticPropPolys : Perform shadow tests of static props at polygon precision -OnlyStaticProps : Only perform direct static prop lighting (vrad debug option) -StaticPropNormals : when lighting static props, just show their normal vector -StaticPropBounce : Enable static props to bounce light. Experimental option, doesn't work with VMPI right now.