Compiling:Commands

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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