Difference between revisions of "Compiling:Commands"

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* wolf: Use linear falloff curve by default (like W:ET)
 
* wolf: Use linear falloff curve by default (like W:ET)
 
== Analyzing BSP-like file structure ==
 
== Analyzing BSP-like file structure ==
-analyze ... filename.bsp: Switch that enters this mode
+
* analyze ... filename.bsp: Switch that enters this mode
-lumpswap: Swap byte order in the lumps
+
* lumpswap: Swap byte order in the lumps
Converting & Decompiling
+
== Converting & Decompiling ==
-convert ... filename.bsp: Switch that enters this mode
+
* convert ... filename.bsp: Switch that enters this mode
-de number: Distance epsilon for the conversion
+
* de number: Distance epsilon for the conversion
-format converter: Select the converter (available: map, ase, or game names)
+
* format converter: Select the converter (available: map, ase, or game names)
-ne F: Normal epsilon for the conversion
+
* ne F: Normal epsilon for the conversion
-shadersasbitmap: (only for ase) use the shader names as *BITMAP key so they work as prefabs
+
* shadersasbitmap: (only for ase) use the shader names as *BITMAP key so they work as prefabs
Exporting lightmaps
+
== Exporting lightmaps==
-export filename.bsp: Copies lightmaps from the BSP to filename/lightmap_0000.tga ff
+
* export filename.bsp: Copies lightmaps from the BSP to filename/lightmap_0000.tga ff
Fixing AAS checksum
+
== Fixing AAS checksum ==
-fixaas filename.bsp: Switch that enters this mode
+
* fixaas filename.bsp: Switch that enters this mode
Get info about BSP file
+
== Get info about BSP file ==
-info filename.bsp: Switch that enters this mode
+
* info filename.bsp: Switch that enters this mode
Importing lightmaps
+
== Importing lightmaps ==
-import filename.bsp: Copies lightmaps from filename/lightmap_0000.tga ff into the BSP
+
* import filename.bsp: Copies lightmaps from filename/lightmap_0000.tga ff into the BSP
 
== MiniMap ==
 
== MiniMap ==
-minimap ... filename.bsp: Creates a minimap of the BSP, by default writes to ../gfx/filename_mini.tga
+
* 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
+
* 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
+
* 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
+
* 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
+
* 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)
+
* 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)
+
* 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)
+
* 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
+
* o filename.tga: Sets the output file name
-random N: Sets the randomized supersampling count (cannot be combined with -samples)
+
* random N: Sets the randomized supersampling count (cannot be combined with -samples)
-samples N: Sets the ordered supersampling count (cannot be combined with -random)
+
* samples N: Sets the ordered supersampling count (cannot be combined with -random)
-sharpen F: Sets the sharpening coefficient
+
* sharpen F: Sets the sharpening coefficient
-size N: Sets the width and height of the output image
+
* size N: Sets the width and height of the output image
-white: Write the minimap as a white-on-transparency RGBA32 image
+
* white: Write the minimap as a white-on-transparency RGBA32 image
 
== Scaling ==
 
== Scaling ==
-scale S filename.bsp: Scale uniformly
+
* scale S filename.bsp: Scale uniformly
-scale SX SY SZ filename.bsp: Scale non-uniformly
+
* scale SX SY SZ filename.bsp: Scale non-uniformly
-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

Revision as of 09:54, 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