From Custom Map Makers Wiki
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