Difference between revisions of "Compiling:Commands"
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* -scale -tex S filename.bsp: Scale uniformly without texture lock | * -scale -tex S filename.bsp: Scale uniformly without texture lock | ||
* -scale -tex SX SY SZ filename.bsp: Scale non-uniformly without texture lock | * -scale -tex SX SY SZ filename.bsp: Scale non-uniformly without texture lock | ||
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+ | [[Category:Compiling]] |
Latest revision as of 14:42, 13 September 2011
Contents
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