Difference between revisions of "Compiling:Commands"

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(Created page with "= Complete list of command line parameters = == Common options == -connect address: Talk to a NetRadiant instance using a specific XML based protocol -force: Allow reading some b...")
 
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= Complete list of command line parameters =
 
= Complete list of command line parameters =
 
== Common options ==
 
== Common options ==
-connect address: Talk to a NetRadiant instance using a specific XML based protocol
+
* connect address: Talk to a NetRadiant instance using a specific XML based protocol
-force: Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash
+
* force: Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash
-fs_basepath path: Sets the given path as main directory of the game (can be used more than once to look in multiple paths)
+
* fs_basepath path: Sets the given path as main directory of the game (can be used more than once to look in multiple paths)
-fs_game gamename: Sets a different game directory name (default for Q3A: baseq3)
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* fs_game gamename: Sets a different game directory name (default for Q3A: baseq3)
-fs_homebase dir: Specifies where the user home directory name is on Linux (default for Q3A: .q3a)
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* fs_homebase dir: Specifies where the user home directory name is on Linux (default for Q3A: .q3a)
-game gamename: Load settings for the given game (default: quake3)
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* game gamename: Load settings for the given game (default: quake3)
-subdivisions F: multiplier for patch subdivisions quality
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* subdivisions F: multiplier for patch subdivisions quality
-threads N: number of threads to use
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* threads N: number of threads to use
-v: Verbose mode
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* v: Verbose mode
 
== BSP stage ==
 
== BSP stage ==
-bsp ... filename.map: Switch that enters this stage
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* bsp ... filename.map: Switch that enters this stage
-altsplit: Alternate BSP tree splitting weights (should give more fps)
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* altsplit: Alternate BSP tree splitting weights (should give more fps)
-celshader shadername: Sets a global cel shader name
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* celshader shadername: Sets a global cel shader name
-custinfoparms: Read scripts/custinfoparms.txt
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* custinfoparms: Read scripts/custinfoparms.txt
-debuginset: Push all triangle vertexes towards the triangle center
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* debuginset: Push all triangle vertexes towards the triangle center
-debugportals: Make BSP portals visible in the map
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* debugportals: Make BSP portals visible in the map
-debugsurfaces: Color the vertexes according to the index of the surface
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* debugsurfaces: Color the vertexes according to the index of the surface
-deep: Use detail brushes in the BSP tree, but at lowest priority (should give more fps)
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* deep: Use detail brushes in the BSP tree, but at lowest priority (should give more fps)
-de F: Distance epsilon for plane snapping etc.
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* de F: Distance epsilon for plane snapping etc.
-fakemap: Write fakemap.map containing all world brushes
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* fakemap: Write fakemap.map containing all world brushes
-flares: Turn on support for flares (TEST?)
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* flares: Turn on support for flares (TEST?)
-flat: Enable flat shading (good for combining with -celshader)
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* flat: Enable flat shading (good for combining with -celshader)
-fulldetail: Treat detail brushes as structural ones
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* fulldetail: Treat detail brushes as structural ones
-leaktest: Abort if a leak was found
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* leaktest: Abort if a leak was found
-meta: Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)
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* meta: Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)
-minsamplesize N: Sets minimum lightmap resolution in luxels/qu
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* minsamplesize N: Sets minimum lightmap resolution in luxels/qu
-mi N: Sets the maximum number of indexes per surface
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* mi N: Sets the maximum number of indexes per surface
-mv N: Sets the maximum number of vertices of a lightmapped surface
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* mv N: Sets the maximum number of vertices of a lightmapped surface
-ne F: Normal epsilon for plane snapping etc.
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* ne F: Normal epsilon for plane snapping etc.
-nocurves: Turn off support for patches
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* nocurves: Turn off support for patches
-nodetail: Leave out detail brushes
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* nodetail: Leave out detail brushes
-noflares: Turn off support for flares
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* noflares: Turn off support for flares
-nofog: Turn off support for fog volumes
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* nofog: Turn off support for fog volumes
-nohint: Turn off support for hint brushes
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* nohint: Turn off support for hint brushes
-nosubdivide: Turn off support for q3map_tessSize (breaks water vertex deforms)
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* nosubdivide: Turn off support for q3map_tessSize (breaks water vertex deforms)
-notjunc: Do not fix T-junctions (causes cracks between triangles, do not use)
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* notjunc: Do not fix T-junctions (causes cracks between triangles, do not use)
-nowater: Turn off support for water, slime or lava (Stef, this is for you)
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* nowater: Turn off support for water, slime or lava (Stef, this is for you)
-np A: Force all surfaces to be nonplanar with a given shade angle
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* np A: Force all surfaces to be nonplanar with a given shade angle
-onlyents: Only update entities in the BSP
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* onlyents: Only update entities in the BSP
-patchmeta: Turn patches into triangle meshes for display
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* patchmeta: Turn patches into triangle meshes for display
-rename: Append "\_bsp" suffix to misc\_model shaders (needed for SoF2)
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* rename: Append "\_bsp" suffix to misc\_model shaders (needed for SoF2)
-samplesize N: Sets default lightmap resolution in luxels/qu
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* samplesize N: Sets default lightmap resolution in luxels/qu
-skyfix: Turn sky box into six surfaces to work around ATI problems
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* skyfix: Turn sky box into six surfaces to work around ATI problems
-snap N: Snap brush bevel planes to the given number of units
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* snap N: Snap brush bevel planes to the given number of units
-tempname filename.map: Read the MAP file from the given file name
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* tempname filename.map: Read the MAP file from the given file name
-texrange N: Limit per-surface texture range to the given number of units, and subdivide surfaces like with q3map_tessSize if this is not met
+
* texrange N: Limit per-surface texture range to the given number of units, and subdivide surfaces like with q3map_tessSize if this is not met
-tmpout: Write the BSP file to /tmp
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* tmpout: Write the BSP file to /tmp
-verboseentities: Enable -v only for map entities, not for the world
+
* verboseentities: Enable -v only for map entities, not for the world
 
== VIS stage ==
 
== VIS stage ==
 
-vis ... filename.map: Switch that enters this stage
 
-vis ... filename.map: Switch that enters this stage

Revision as of 09:46, 21 August 2011

Complete list of command line parameters

Common options

  • connect address: Talk to a NetRadiant instance using a specific XML based protocol
  • force: Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash
  • fs_basepath path: Sets the given path as main directory of the game (can be used more than once to look in multiple paths)
  • fs_game gamename: Sets a different game directory name (default for Q3A: baseq3)
  • fs_homebase dir: Specifies where the user home directory name is on Linux (default for Q3A: .q3a)
  • game gamename: Load settings for the given game (default: quake3)
  • subdivisions F: multiplier for patch subdivisions quality
  • threads N: number of threads to use
  • v: Verbose mode

BSP stage

  • bsp ... filename.map: Switch that enters this stage
  • altsplit: Alternate BSP tree splitting weights (should give more fps)
  • celshader shadername: Sets a global cel shader name
  • custinfoparms: Read scripts/custinfoparms.txt
  • debuginset: Push all triangle vertexes towards the triangle center
  • debugportals: Make BSP portals visible in the map
  • debugsurfaces: Color the vertexes according to the index of the surface
  • deep: Use detail brushes in the BSP tree, but at lowest priority (should give more fps)
  • de F: Distance epsilon for plane snapping etc.
  • fakemap: Write fakemap.map containing all world brushes
  • flares: Turn on support for flares (TEST?)
  • flat: Enable flat shading (good for combining with -celshader)
  • fulldetail: Treat detail brushes as structural ones
  • leaktest: Abort if a leak was found
  • meta: Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)
  • minsamplesize N: Sets minimum lightmap resolution in luxels/qu
  • mi N: Sets the maximum number of indexes per surface
  • mv N: Sets the maximum number of vertices of a lightmapped surface
  • ne F: Normal epsilon for plane snapping etc.
  • nocurves: Turn off support for patches
  • nodetail: Leave out detail brushes
  • noflares: Turn off support for flares
  • nofog: Turn off support for fog volumes
  • nohint: Turn off support for hint brushes
  • nosubdivide: Turn off support for q3map_tessSize (breaks water vertex deforms)
  • notjunc: Do not fix T-junctions (causes cracks between triangles, do not use)
  • nowater: Turn off support for water, slime or lava (Stef, this is for you)
  • np A: Force all surfaces to be nonplanar with a given shade angle
  • onlyents: Only update entities in the BSP
  • patchmeta: Turn patches into triangle meshes for display
  • rename: Append "\_bsp" suffix to misc\_model shaders (needed for SoF2)
  • samplesize N: Sets default lightmap resolution in luxels/qu
  • skyfix: Turn sky box into six surfaces to work around ATI problems
  • snap N: Snap brush bevel planes to the given number of units
  • tempname filename.map: Read the MAP file from the given file name
  • texrange N: Limit per-surface texture range to the given number of units, and subdivide surfaces like with q3map_tessSize if this is not met
  • tmpout: Write the BSP file to /tmp
  • verboseentities: Enable -v only for map entities, not for the world

VIS stage

-vis ... filename.map: Switch that enters this stage -fast: Very fast and crude vis calculation -mergeportals: The less crude half of -merge, makes vis sometimes much faster but doesn't hurt fps usually -merge: Faster but still okay vis calculation -nopassage: Just use PortalFlow vis (usually less fps) -nosort: Do not sort the portals before calculating vis (usually slower) -passageOnly: Just use PassageFlow vis (usually less fps) -saveprt: Keep the PRT file after running vis (so you can run vis again) -tmpin: Use /tmp folder for input -tmpout: Use /tmp folder for output

LIGHT stage

-light ... filename.map: Switch that enters this stage -vlight ... filename.map: Deprecated alias for -light -fast ... filename.map -approx N: Vertex light approximation tolerance (never use in conjunction with deluxemapping) -areascale F, -area F: Scaling factor for area lights (surfacelight) -border: Add a red border to lightmaps for debugging -bouncegrid: Also compute radiosity on the light grid -bounceonly: Only compute radiosity -bouncescale F: Scaling factor for radiosity -bounce N: Number of bounces for radiosity -cheapgrid: Use -cheap style lighting for radiosity -cheap: Abort vertex light calculations when white is reached -compensate F: Lightmap compensate (darkening factor applied after everything else) -cpma: CPMA vertex lighting mode -custinfoparms: Read scripts/custinfoparms.txt -dark: Darken lightmap seams -debugaxis: Color the lightmaps according to the lightmap axis -debugcluster: Color the lightmaps according to the index of the cluster -debugdeluxe: Show deluxemaps on the lightmap -debugnormals: Color the lightmaps according to the direction of the surface normal -debugorigin: Color the lightmaps according to the origin of the luxels -debugsurfaces, -debugsurface: Color the lightmaps according to the index of the surface -debugunused: This option does nothing -debug: Mark the lightmaps according to the cluster: unmapped clusters get yellow, occluded ones get pink, flooded ones get blue overlay color, otherwise red -deluxemode 0: Use modelspace deluxemaps (DarkPlaces) -deluxemode 1: Use tangentspace deluxemaps -deluxe, -deluxemap: Enable deluxemapping (light direction maps) -dirtdebug, -debugdirt: Store the dirtmaps as lightmaps for debugging -dirtdepth: Dirtmapping depth -dirtgain: Dirtmapping exponent -dirtmode 0: Ordered direction dirtmapping -dirtmode 1: Randomized direction dirtmapping -dirtscale: Dirtmapping scaling factor -dirty: Enable dirtmapping -dump: Dump radiosity from -bounce into numbered MAP file prefabs -export: Export lightmaps when compile finished (like -export mode) -exposure F: Lightmap exposure to better support overbright spots -external: Force external lightmaps even if at size of internal lightmaps -extravisnudge: Broken feature to nudge the luxel origin to a better vis cluster -extrawide: Deprecated alias for -super 2 -filter -extra: Deprecated alias for -super 2 -fastbounce: Use -fast style lighting for radiosity -faster: Use a faster falloff curve for lighting; also implies -fast -fastgrid: Use -fast style lighting for the light grid -fast: Ignore tiny light contributions -filter: Lightmap filtering -floodlight: Enable floodlight (zero-effort somewhat decent lighting) -gamma F: Lightmap gamma -gridambientscale F: Scaling factor for the light grid ambient components only -gridscale F: Scaling factor for the light grid only -keeplights: Keep light entities in the BSP file after compile -lightmapdir directory: Directory to store external lightmaps (default: same as map name without extension) -lightmapsize N: Size of lightmaps to generate (must be a power of two) -lomem: Low memory but slower lighting mode -lowquality: Low quality floodlight (appears to currently break floodlight) -minsamplesize N: Sets minimum lightmap resolution in luxels/qu -nocollapse: Do not collapse identical lightmaps -nodeluxe, -nodeluxemap: Disable deluxemapping -nogrid: Disable grid light calculation (makes all entities fullbright) -nolightmapsearch: Do not optimize lightmap packing for GPU memory usage (as doing so costs fps) -normalmap: Color the lightmaps according to the direction of the surface normal (TODO is this identical to -debugnormals?) -nostyle, -nostyles: Disable support for light styles -nosurf: Disable tracing against surfaces (only uses BSP nodes then) -notrace: Disable shadow occlusion -novertex: Disable vertex lighting -patchshadows: Cast shadows from patches -pointscale F, -point F: Scaling factor for point lights (light entities) -q3: Use nonlinear falloff curve by default (like Q3A) -samplescale F: Scales all lightmap resolutions -samplesize N: Sets default lightmap resolution in luxels/qu -samples N: Adaptive supersampling quality -scale F: Scaling factor for all light types -shadeangle A: Angle for phong shading -shade: Enable phong shading at default shade angle -skyscale F, -sky F: Scaling factor for sky and sun light -smooth: Deprecated alias for -samples 2 -style, -styles: Enable support for light styles -sunonly: Only compute sun light -super N, -supersample N: Ordered grid supersampling quality -thresh F: Triangle subdivision threshold -trianglecheck: Broken check that should ensure luxels apply to the right triangle -trisoup: Convert brush faces to triangle soup -wolf: Use linear falloff curve by default (like W:ET) Analyzing BSP-like file structure -analyze ... filename.bsp: Switch that enters this mode -lumpswap: Swap byte order in the lumps Converting & Decompiling -convert ... filename.bsp: Switch that enters this mode -de number: Distance epsilon for the conversion -format converter: Select the converter (available: map, ase, or game names) -ne F: Normal epsilon for the conversion -shadersasbitmap: (only for ase) use the shader names as *BITMAP key so they work as prefabs Exporting lightmaps -export filename.bsp: Copies lightmaps from the BSP to filename/lightmap_0000.tga ff Fixing AAS checksum -fixaas filename.bsp: Switch that enters this mode Get info about BSP file -info filename.bsp: Switch that enters this mode Importing lightmaps -import filename.bsp: Copies lightmaps from filename/lightmap_0000.tga ff into the BSP

MiniMap

-minimap ... filename.bsp: Creates a minimap of the BSP, by default writes to ../gfx/filename_mini.tga -black: Write the minimap as a black-on-transparency RGBA32 image -boost F: Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero -border F: Sets the amount of border pixels relative to the total image size -gray: Write the minimap as a white-on-black GRAY8 image -keepaspect: Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect) -minmax xmin ymin zmin xmax ymax zmax: Forces specific map dimensions (note: the minimap actually uses these dimensions, scaled to the target size while keeping aspect with centering, and 1/64 of border appended to all sides) -nokeepaspect: Do not ensure the aspect ratio is kept (makes it easier to use the image in your code, but looks bad together with sharpening) -o filename.tga: Sets the output file name -random N: Sets the randomized supersampling count (cannot be combined with -samples) -samples N: Sets the ordered supersampling count (cannot be combined with -random) -sharpen F: Sets the sharpening coefficient -size N: Sets the width and height of the output image -white: Write the minimap as a white-on-transparency RGBA32 image

Scaling

-scale S filename.bsp: Scale uniformly -scale SX SY SZ filename.bsp: Scale non-uniformly -scale -tex S filename.bsp: Scale uniformly without texture lock -scale -tex SX SY SZ filename.bsp: Scale non-uniformly without texture lock