Difference between revisions of "Compiling:Commands"
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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) | + | * -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) | + | * -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) | + | * -game gamename: Load settings for the given game (default: quake3) |
− | * subdivisions F: multiplier for patch subdivisions quality | + | * -subdivisions F: multiplier for patch subdivisions quality |
− | * threads N: number of threads to use | + | * -threads N: number of threads to use |
− | * v: Verbose mode | + | * -v: Verbose mode |
== BSP stage == | == BSP stage == | ||
− | * bsp ... filename.map: Switch that enters this stage | + | * -bsp ... filename.map: Switch that enters this stage |
− | * altsplit: Alternate BSP tree splitting weights (should give more fps) | + | * -altsplit: Alternate BSP tree splitting weights (should give more fps) |
− | * celshader shadername: Sets a global cel shader name | + | * -celshader shadername: Sets a global cel shader name |
− | * custinfoparms: Read scripts/custinfoparms.txt | + | * -custinfoparms: Read scripts/custinfoparms.txt |
− | * debuginset: Push all triangle vertexes towards the triangle center | + | * -debuginset: Push all triangle vertexes towards the triangle center |
− | * debugportals: Make BSP portals visible in the map | + | * -debugportals: Make BSP portals visible in the map |
− | * debugsurfaces: Color the vertexes according to the index of the surface | + | * -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) | + | * -deep: Use detail brushes in the BSP tree, but at lowest priority (should give more fps) |
− | * de F: Distance epsilon for plane snapping etc. | + | * -de F: Distance epsilon for plane snapping etc. |
− | * fakemap: Write fakemap.map containing all world brushes | + | * -fakemap: Write fakemap.map containing all world brushes |
− | * flares: Turn on support for flares (TEST?) | + | * -flares: Turn on support for flares (TEST?) |
− | * flat: Enable flat shading (good for combining with -celshader) | + | * -flat: Enable flat shading (good for combining with -celshader) |
− | * fulldetail: Treat detail brushes as structural ones | + | * -fulldetail: Treat detail brushes as structural ones |
− | * leaktest: Abort if a leak was found | + | * -leaktest: Abort if a leak was found |
− | * meta: Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS) | + | * -meta: Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS) |
− | * minsamplesize N: Sets minimum lightmap resolution in luxels/qu | + | * -minsamplesize N: Sets minimum lightmap resolution in luxels/qu |
− | * mi N: Sets the maximum number of indexes per surface | + | * -mi N: Sets the maximum number of indexes per surface |
− | * mv N: Sets the maximum number of vertices of a lightmapped surface | + | * -mv N: Sets the maximum number of vertices of a lightmapped surface |
− | * ne F: Normal epsilon for plane snapping etc. | + | * -ne F: Normal epsilon for plane snapping etc. |
− | * nocurves: Turn off support for patches | + | * -nocurves: Turn off support for patches |
− | * nodetail: Leave out detail brushes | + | * -nodetail: Leave out detail brushes |
− | * noflares: Turn off support for flares | + | * -noflares: Turn off support for flares |
− | * nofog: Turn off support for fog volumes | + | * -nofog: Turn off support for fog volumes |
− | * nohint: Turn off support for hint brushes | + | * -nohint: Turn off support for hint brushes |
− | * nosubdivide: Turn off support for q3map_tessSize (breaks water vertex deforms) | + | * -nosubdivide: Turn off support for q3map_tessSize (breaks water vertex deforms) |
− | * notjunc: Do not fix T-junctions (causes cracks between triangles, do not use) | + | * -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) | + | * -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 | + | * -np A: Force all surfaces to be nonplanar with a given shade angle |
− | * onlyents: Only update entities in the BSP | + | * -onlyents: Only update entities in the BSP |
− | * patchmeta: Turn patches into triangle meshes for display | + | * -patchmeta: Turn patches into triangle meshes for display |
− | * rename: Append "\_bsp" suffix to misc\_model shaders (needed for SoF2) | + | * -rename: Append "\_bsp" suffix to misc\_model shaders (needed for SoF2) |
− | * samplesize N: Sets default lightmap resolution in luxels/qu | + | * -samplesize N: Sets default lightmap resolution in luxels/qu |
− | * skyfix: Turn sky box into six surfaces to work around ATI problems | + | * -skyfix: Turn sky box into six surfaces to work around ATI problems |
− | * snap N: Snap brush bevel planes to the given number of units | + | * -snap N: Snap brush bevel planes to the given number of units |
− | * tempname filename.map: Read the MAP file from the given file name | + | * -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 | + | * -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 |
− | * fast: Very fast and crude vis calculation | + | * -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 | + | * -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 | + | * -merge: Faster but still okay vis calculation |
− | * nopassage: Just use PortalFlow vis (usually less fps) | + | * -nopassage: Just use PortalFlow vis (usually less fps) |
− | * nosort: Do not sort the portals before calculating vis (usually slower) | + | * -nosort: Do not sort the portals before calculating vis (usually slower) |
− | * passageOnly: Just use PassageFlow vis (usually less fps) | + | * -passageOnly: Just use PassageFlow vis (usually less fps) |
− | * saveprt: Keep the PRT file after running vis (so you can run vis again) | + | * -saveprt: Keep the PRT file after running vis (so you can run vis again) |
− | * tmpin: Use /tmp folder for input | + | * -tmpin: Use /tmp folder for input |
− | * tmpout: Use /tmp folder for output | + | * -tmpout: Use /tmp folder for output |
== LIGHT stage == | == LIGHT stage == | ||
− | * light ... filename.map: Switch that enters this stage | + | * -light ... filename.map: Switch that enters this stage |
− | * vlight ... filename.map: Deprecated alias for -light -fast ... filename.map | + | * -vlight ... filename.map: Deprecated alias for -light -fast ... filename.map |
− | * approx N: Vertex light approximation tolerance (never use in conjunction with deluxemapping) | + | * -approx N: Vertex light approximation tolerance (never use in conjunction with deluxemapping) |
− | * areascale F, -area F: Scaling factor for area lights (surfacelight) | + | * -areascale F, -area F: Scaling factor for area lights (surfacelight) |
− | * border: Add a red border to lightmaps for debugging | + | * -border: Add a red border to lightmaps for debugging |
− | * bouncegrid: Also compute radiosity on the light grid | + | * -bouncegrid: Also compute radiosity on the light grid |
− | * bounceonly: Only compute radiosity | + | * -bounceonly: Only compute radiosity |
− | * bouncescale F: Scaling factor for radiosity | + | * -bouncescale F: Scaling factor for radiosity |
− | * bounce N: Number of bounces for radiosity | + | * -bounce N: Number of bounces for radiosity |
− | * cheapgrid: Use -cheap style lighting for radiosity | + | * -cheapgrid: Use -cheap style lighting for radiosity |
− | * cheap: Abort vertex light calculations when white is reached | + | * -cheap: Abort vertex light calculations when white is reached |
− | * compensate F: Lightmap compensate (darkening factor applied after everything else) | + | * -compensate F: Lightmap compensate (darkening factor applied after everything else) |
− | * cpma: CPMA vertex lighting mode | + | * -cpma: CPMA vertex lighting mode |
− | * custinfoparms: Read scripts/custinfoparms.txt | + | * -custinfoparms: Read scripts/custinfoparms.txt |
− | * dark: Darken lightmap seams | + | * -dark: Darken lightmap seams |
− | * debugaxis: Color the lightmaps according to the lightmap axis | + | * -debugaxis: Color the lightmaps according to the lightmap axis |
− | * debugcluster: Color the lightmaps according to the index of the cluster | + | * -debugcluster: Color the lightmaps according to the index of the cluster |
− | * debugdeluxe: Show deluxemaps on the lightmap | + | * -debugdeluxe: Show deluxemaps on the lightmap |
− | * debugnormals: Color the lightmaps according to the direction of the surface normal | + | * -debugnormals: Color the lightmaps according to the direction of the surface normal |
− | * debugorigin: Color the lightmaps according to the origin of the luxels | + | * -debugorigin: Color the lightmaps according to the origin of the luxels |
− | * debugsurfaces, -debugsurface: Color the lightmaps according to the index of the surface | + | * -debugsurfaces, -debugsurface: Color the lightmaps according to the index of the surface |
− | * debugunused: This option does nothing | + | * -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 | + | * -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 0: Use modelspace deluxemaps (DarkPlaces) |
− | * deluxemode 1: Use tangentspace deluxemaps | + | * -deluxemode 1: Use tangentspace deluxemaps |
− | * deluxe, -deluxemap: Enable deluxemapping (light direction maps) | + | * -deluxe, -deluxemap: Enable deluxemapping (light direction maps) |
− | * dirtdebug, -debugdirt: Store the dirtmaps as lightmaps for debugging | + | * -dirtdebug, -debugdirt: Store the dirtmaps as lightmaps for debugging |
− | * dirtdepth: Dirtmapping depth | + | * -dirtdepth: Dirtmapping depth |
− | * dirtgain: Dirtmapping exponent | + | * -dirtgain: Dirtmapping exponent |
− | * dirtmode 0: Ordered direction dirtmapping | + | * -dirtmode 0: Ordered direction dirtmapping |
− | * dirtmode 1: Randomized direction dirtmapping | + | * -dirtmode 1: Randomized direction dirtmapping |
− | * dirtscale: Dirtmapping scaling factor | + | * -dirtscale: Dirtmapping scaling factor |
− | * dirty: Enable dirtmapping | + | * -dirty: Enable dirtmapping |
− | * dump: Dump radiosity from -bounce into numbered MAP file prefabs | + | * -dump: Dump radiosity from -bounce into numbered MAP file prefabs |
− | * export: Export lightmaps when compile finished (like -export mode) | + | * -export: Export lightmaps when compile finished (like -export mode) |
− | * exposure F: Lightmap exposure to better support overbright spots | + | * -exposure F: Lightmap exposure to better support overbright spots |
− | * external: Force external lightmaps even if at size of internal lightmaps | + | * -external: Force external lightmaps even if at size of internal lightmaps |
− | * extravisnudge: Broken feature to nudge the luxel origin to a better vis cluster | + | * -extravisnudge: Broken feature to nudge the luxel origin to a better vis cluster |
− | * extrawide: Deprecated alias for -super 2 -filter | + | * -extrawide: Deprecated alias for -super 2 -filter |
− | * extra: Deprecated alias for -super 2 | + | * -extra: Deprecated alias for -super 2 |
− | * fastbounce: Use -fast style lighting for radiosity | + | * -fastbounce: Use -fast style lighting for radiosity |
− | * faster: Use a faster falloff curve for lighting; also implies -fast | + | * -faster: Use a faster falloff curve for lighting; also implies -fast |
− | * fastgrid: Use -fast style lighting for the light grid | + | * -fastgrid: Use -fast style lighting for the light grid |
− | * fast: Ignore tiny light contributions | + | * -fast: Ignore tiny light contributions |
− | * filter: Lightmap filtering | + | * -filter: Lightmap filtering |
− | * floodlight: Enable floodlight (zero-effort somewhat decent lighting) | + | * -floodlight: Enable floodlight (zero-effort somewhat decent lighting) |
− | * gamma F: Lightmap gamma | + | * -gamma F: Lightmap gamma |
− | * gridambientscale F: Scaling factor for the light grid ambient components only | + | * -gridambientscale F: Scaling factor for the light grid ambient components only |
− | * gridscale F: Scaling factor for the light grid only | + | * -gridscale F: Scaling factor for the light grid only |
− | * keeplights: Keep light entities in the BSP file after compile | + | * -keeplights: Keep light entities in the BSP file after compile |
− | * lightmapdir directory: Directory to store external lightmaps (default: same as map name without extension) | + | * -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) | + | * -lightmapsize N: Size of lightmaps to generate (must be a power of two) |
− | * lomem: Low memory but slower lighting mode | + | * -lomem: Low memory but slower lighting mode |
− | * lowquality: Low quality floodlight (appears to currently break floodlight) | + | * -lowquality: Low quality floodlight (appears to currently break floodlight) |
− | * minsamplesize N: Sets minimum lightmap resolution in luxels/qu | + | * -minsamplesize N: Sets minimum lightmap resolution in luxels/qu |
− | * nocollapse: Do not collapse identical lightmaps | + | * -nocollapse: Do not collapse identical lightmaps |
− | * nodeluxe, -nodeluxemap: Disable deluxemapping | + | * -nodeluxe, -nodeluxemap: Disable deluxemapping |
− | * nogrid: Disable grid light calculation (makes all entities fullbright) | + | * -nogrid: Disable grid light calculation (makes all entities fullbright) |
− | * nolightmapsearch: Do not optimize lightmap packing for GPU memory usage (as doing so costs fps) | + | * -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?) | + | * -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 | + | * -nostyle, -nostyles: Disable support for light styles |
− | * nosurf: Disable tracing against surfaces (only uses BSP nodes then) | + | * -nosurf: Disable tracing against surfaces (only uses BSP nodes then) |
− | * notrace: Disable shadow occlusion | + | * -notrace: Disable shadow occlusion |
− | * novertex: Disable vertex lighting | + | * -novertex: Disable vertex lighting |
− | * patchshadows: Cast shadows from patches | + | * -patchshadows: Cast shadows from patches |
− | * pointscale F, -point F: Scaling factor for point lights (light entities) | + | * -pointscale F, -point F: Scaling factor for point lights (light entities) |
− | * q3: Use nonlinear falloff curve by default (like Q3A) | + | * -q3: Use nonlinear falloff curve by default (like Q3A) |
− | * samplescale F: Scales all lightmap resolutions | + | * -samplescale F: Scales all lightmap resolutions |
− | * samplesize N: Sets default lightmap resolution in luxels/qu | + | * -samplesize N: Sets default lightmap resolution in luxels/qu |
− | * samples N: Adaptive supersampling quality | + | * -samples N: Adaptive supersampling quality |
− | * scale F: Scaling factor for all light types | + | * -scale F: Scaling factor for all light types |
− | * shadeangle A: Angle for phong shading | + | * -shadeangle A: Angle for phong shading |
− | * shade: Enable phong shading at default shade angle | + | * -shade: Enable phong shading at default shade angle |
− | * skyscale F, -sky F: Scaling factor for sky and sun light | + | * -skyscale F, -sky F: Scaling factor for sky and sun light |
− | * smooth: Deprecated alias for -samples 2 | + | * -smooth: Deprecated alias for -samples 2 |
− | * style, -styles: Enable support for light styles | + | * -style, -styles: Enable support for light styles |
− | * sunonly: Only compute sun light | + | * -sunonly: Only compute sun light |
− | * super N, -supersample N: Ordered grid supersampling quality | + | * -super N, -supersample N: Ordered grid supersampling quality |
− | * thresh F: Triangle subdivision threshold | + | * -thresh F: Triangle subdivision threshold |
− | * trianglecheck: Broken check that should ensure luxels apply to the right triangle | + | * -trianglecheck: Broken check that should ensure luxels apply to the right triangle |
− | * trisoup: Convert brush faces to triangle soup | + | * -trisoup: Convert brush faces to triangle soup |
− | * 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 09:57, 21 August 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