Quote from EzekelI know I'm raising a necro'd post here, but did anything actually come of this?As far as I can tell Nem's tools don't mention this being added in the revision logs.
The images posted look really impressive and I'm sure I'm not the only one who'd like to be able to make use of the resulting indoor ambience.
As Robert said, you need to tweak the RGB values on a per-material basis. I made some tests with this before and it proved to be unpractical. It's easy when you have only one texture (which has only one color really, such as the dev texture) but it's just a lot of work when you have more textures, all with different colors. Keep in mind that the RGB values bounced by the vrad tool are not the RGB values in each texel but an averaged value for the entire texture. So let's say you have a texture which is half green and half red, the color bounced by this texture map will be an averaged value from both colors, not green and red as one would expect. These RGB values are calculated when you generate the VTF and can be accessed by opening VTF files on VTF edit.
This is the kind of stuff that should be done via an improved lightmap generator and not on a per material basis. I wonder why valve never updated vrad, it seems so trivial to be honest. I mean, 3rd party Quake 3 rad tools have supported ambient occlusion and shit like that for years now...