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		<id>http://wiki.custommapmakers.org/index.php?action=history&amp;feed=atom&amp;title=Compiling%3Aq3map2%2FBSP</id>
		<title>Compiling:q3map2/BSP - Revision history</title>
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		<updated>2026-04-20T02:56:22Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:q3map2/BSP&amp;diff=1509&amp;oldid=prev</id>
		<title>Rylius at 14:43, 13 September 2011</title>
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				<updated>2011-09-13T14:43:07Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 14:43, 13 September 2011&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l88&quot; &gt;Line 88:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 88:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== &amp;lt;tt&amp;gt;-verboseentities&amp;lt;/tt&amp;gt;====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== &amp;lt;tt&amp;gt;-verboseentities&amp;lt;/tt&amp;gt;====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Outputs more information about compiling entity sub-models into the .bsp.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Outputs more information about compiling entity sub-models into the .bsp.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Compiling]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Rylius</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:q3map2/BSP&amp;diff=793&amp;oldid=prev</id>
		<title>Gsigms: Created page with &quot;{{WIP}}  ===BSP phase minor switches:===  ==== &lt;TT&gt;-custinfoparms&lt;/tt&gt;==== *Enables custom surfaceparms for game mods without the need to recompile Q3Map2 itself.  Custom surface...&quot;</title>
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				<updated>2011-08-21T10:08:37Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{WIP}}  ===BSP phase minor switches:===  ==== &amp;lt;TT&amp;gt;-custinfoparms&amp;lt;/tt&amp;gt;==== *Enables custom surfaceparms for game mods without the need to recompile Q3Map2 itself.  Custom surface...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
===BSP phase minor switches:===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;TT&amp;gt;-custinfoparms&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Enables custom surfaceparms for game mods without the need to recompile Q3Map2 itself.  Custom surfaceparms are stored in ''custinfoparms.txt'', in the &amp;quot;scripts&amp;quot; directory.  Custom surfaceparms follow the format:&lt;br /&gt;
 {&lt;br /&gt;
 surfaceparmName 0x0000 //whatever bitflag is used by your mod for said surfaceparm&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-debuginset&amp;lt;/tt&amp;gt;==== &lt;br /&gt;
*Enables debugging of surface triangle insetting.  //I'm totally not sure what this is?&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-debugportals&amp;lt;/tt&amp;gt;==== &lt;br /&gt;
*Draws the portals into the bsp as translucent polygons.  Omit -vis and -light for best -debugportals results.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-debugsurfaces&amp;lt;/tt&amp;gt;==== &lt;br /&gt;
*Colors every surface a different color (very trippy).  Omit -vis and -light for best -debugsurfaces results.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-fakemap&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Creates a new .map file with a blank worldspawn entity and all the world brushes from your original .map file.  //Don't know much about this one.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-flares&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Enable support for flares. They are used to generate a glare effect over bright light sources. Only supported by certain versions of the Quake3 Engine like those used in Raven's titles or [http://www.ioquake3.org ioQuake3].&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-flat&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Forces all texture coordinates for a given surface to the pixel that best fits the average color of the assigned texture.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-fulldetail&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Will cause all detail brushes to be handled as if they were structural.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-leaktest&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Will cause Q3Map2 to abort compile if a leak is encountered.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-meta&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*At one time, there was a clear definition as to what, exactly, the -meta switch did.  Now, it has become the &amp;quot;magic&amp;quot; switch that is required for most of Q3Map2's advanced features.  Always -meta, and always -v.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;tt&amp;gt; -mi &amp;lt;N&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Sets the maximum per-surface index count to N.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-mv &amp;lt;N&amp;gt;&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Sets the maximum per-surface vertex count to N.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-nocurves&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Will not compile patch meshes into the .bsp.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-nodetail&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Will not compile detail brushes into the .bsp.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-nofog&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Will not compile fog brushes into the .bsp.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-nohint&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Will not compile hint brushes into the .bsp.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-nosubdivide&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Visible surfaces will not be split.  TessSize is ignored.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-notjunc&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Will not fix T-Junctions (can cause sparklies and LOD cracks).&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-nowater&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Will not compile liquid brushes into .bsp.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-np &amp;lt;shadeangle (1 through 179)&amp;gt;&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Forces all planar shaders to become nonplanar with the shadeangle specified.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-onlyents&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Only changes the entities in the compiled .bsp.  Needs a compiled .bsp and a new entity file (.ent)&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-patchmeta&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Creates meta surfaces from patch meshes.  This &amp;quot;bakes&amp;quot; a set LOD into patches in your .bsp.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-skyfix&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Enables fix for buggy ATI GL_CLAMP behavior.  Always use this.&lt;br /&gt;
&lt;br /&gt;
Sidenote: ATI's behavior is correct. The bug was with *NVIDIA* drivers not distinguishing between GL_CLAMP and GL_CLAMP_TO_EDGE, and Q3 using the wrong one: since Q3 development was done predominantly on nVidia hardware, nobody noticed it until too late.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-snap&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Enables axial bevel plane snapping to reduce clipped model plane count (use with care).  //I totally don't know a thing about this.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-texrange &amp;lt;N&amp;gt;&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Limits per-surface texel count to N.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-v&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Enables verbose mode for the bsp phase.  Always use this.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;tt&amp;gt;-verboseentities&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Outputs more information about compiling entity sub-models into the .bsp.&lt;/div&gt;</summary>
		<author><name>Gsigms</name></author>	</entry>

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