CertifiedEntity
CertifiedEntity
United States
Ominous and foreboding idiot
Ominous and foreboding idiot
Favorite Group
CULT OF CLASSIC - Public Group
For disciples of the greatest weapon in Team Fortress 2
2,668
Members
98
In-Game
608
Online
302
In Chat
Favorite Game
1,091
Hours played
Rarest Achievement Showcase
🍰Rose Callisto🍰 30 Oct, 2025 @ 11:41pm 
most out of pocket thing: saw your sign uncensored in a video i want that sauce
F1N 24 Sep, 2025 @ 11:05pm 
beeeeep
Ayelet 20 Sep, 2025 @ 12:37am 
A Real One
+Rep
LukeRibbonz 24 Jun, 2025 @ 2:20am 
nice porn sign
F1N 6 Oct, 2024 @ 8:40pm 
Beep boop
Imparsthetic 17 Jun, 2023 @ 9:27pm 
A lightmap is a generated texture applied additively to LightmappedGeneric brush faces to simulate lighting. The color values in the surface's albedo are multiplied by the color values in its lightmap.

Lightmaps are created by VRAD each time a map is compiled. They are static and cannot change, though it is possible to switch lightmap 'pages' on and off (see Naming Lights).

Scale
The lightmap scale of a face defines the resolution of its lightmap. The default scale of 16 makes each lightmap pixel ("luxel") 16 units across, while a lightmap scale of 1 makes one luxel equal one unit. The Hammer Face Edit Dialog is used to change the value per-face.

Lowering scale will make lightmap shadows sharper, but leads to larger map filesize, slightly slower rendering and exponentially slower compiles (that at very low scales start to eat up shocking amounts of system memory).