diff --git a/sp/src/utils/vrad/vrad.cpp b/sp/src/utils/vrad/vrad.cpp index a7cba1c07ea..2fc67bf704b 100644 --- a/sp/src/utils/vrad/vrad.cpp +++ b/sp/src/utils/vrad/vrad.cpp @@ -20,7 +20,7 @@ #include "loadcmdline.h" #include "byteswap.h" -#define ALLOWDEBUGOPTIONS (0 || _DEBUG) +//#define ALLOWDEBUGOPTIONS (0 || _DEBUG) static FileHandle_t pFpTrans = NULL; @@ -94,7 +94,7 @@ bool g_bShowStaticPropNormals = false; float gamma_value = 0.5; -float indirect_sun = 1.0; +//float indirect_sun = 1.0; float reflectivityScale = 1.0; qboolean do_extra = true; bool debug_extra = false; @@ -2662,8 +2662,7 @@ int ParseCommandLine( int argc, char **argv, bool *onlydetail ) return 1; } } - -#if ALLOWDEBUGOPTIONS +#ifdef MAPBASE else if (!Q_stricmp(argv[i],"-scale")) { if ( ++i < argc ) @@ -2702,18 +2701,18 @@ int ParseCommandLine( int argc, char **argv, bool *onlydetail ) return 1; } } - else if (!Q_stricmp(argv[i],"-sky")) - { - if ( ++i < argc ) - { - indirect_sun = (float)atof (argv[i]); - } - else - { - Warning("Error: expected a value after '-sky'\n" ); - return 1; - } - } +// else if (!Q_stricmp(argv[i],"-sky")) +// { +// if ( ++i < argc ) +// { +// indirect_sun = (float)atof (argv[i]); +// } +// else +// { +// Warning("Error: expected a value after '-sky'\n" ); +// return 1; +// } +// } else if (!Q_stricmp(argv[i],"-notexscale")) { texscale = false; @@ -2820,6 +2819,13 @@ void PrintUsage( int argc, char **argv ) " -chop : Smallest number of luxel widths for a bounce patch, used on edges\n" " -maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors\n" "\n" +#ifdef MAPBASE + " -coring # : Scale the light threshold before a luxel is completely unlit, used to save lightmap data. (default 1.0)\n" + " -ambient # # # : Sets the ambient term. Can be used to tweak lightmap color. Mixes the color into all lightmaps.\n" + " -scale # : Scales all the lights by a # factor. (default 1.0) \n" + " -dlight # : Set the dlight_threshold constant. (default 0.1)" + " -notexscale : Disables calculation of the texture and lightmap scaling factors for a patch.\n" +#endif " -LargeDispSampleRadius: This can be used if there are splotches of bounced light\n" " on terrain. The compile will take longer, but it will gather\n" " light across a wider area.\n"