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 10:57, 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