Q3Map2/BSP
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< Q3Map2
BSP phase minor switches:
[edit | edit source]-custinfoparms
[edit | edit source]- Enables custom surfaceparms for game mods without the need to recompile Q3Map2 itself. Custom surfaceparms are stored in custinfoparms.txt, in the "scripts" directory. Custom surfaceparms follow the format:
// Contentflags
{ surfaceparmName 0x0000 //whatever bitflag is used by your mod for said surfaceparm }
// Surfaceflags
{ surfaceparmName 0x0000 //whatever bitflag is used by your mod for said surfaceparm }
-debuginset
[edit | edit source]- Enables debugging of surface triangle insetting. //I'm totally not sure what this is?
-debugportals
[edit | edit source]- Draws the portals into the bsp as translucent polygons. Omit -vis and -light for best -debugportals results.
-debugsurfaces
[edit | edit source]- Colors every surface a different color (very trippy). Omit -vis and -light for best -debugsurfaces results.
-fakemap
[edit | edit source]- Creates a new .map file with a blank worldspawn entity and all the world brushes from your original .map file. //Don't know much about this one.
-flares
[edit | edit source]- Enable support for flares. They are used to generate a glare effect over bright light sources. Only supported by certain versions of the Quake3 Engine like those used in Raven's titles or ioQuake3.
-flat
[edit | edit source]- Forces all texture coordinates for a given surface to the pixel that best fits the average color of the assigned texture.
-fulldetail
[edit | edit source]- Will cause all detail brushes to be handled as if they were structural.
-leaktest
[edit | edit source]- Will cause Q3Map2 to abort compile if a leak is encountered.
-meta
[edit | edit source]- At one time, there was a clear definition as to what, exactly, the -meta switch did. Now, it has become the "magic" switch that is required for most of Q3Map2's advanced features. Always -meta, and always -v.
-mi <N>
[edit | edit source]- Sets the maximum per-surface index count to N.
-mv <N>
[edit | edit source]- Sets the maximum per-surface vertex count to N.
-nocurves
[edit | edit source]- Will not compile patch meshes into the .bsp.
-nodetail
[edit | edit source]- Will not compile detail brushes into the .bsp.
-nofog
[edit | edit source]- Will not compile fog brushes into the .bsp.
-nohint
[edit | edit source]- Will not compile hint brushes into the .bsp.
-nosubdivide
[edit | edit source]- Visible surfaces will not be split. TessSize is ignored.
-notjunc
[edit | edit source]- Will not fix T-Junctions (can cause sparklies and LOD cracks).
-nowater
[edit | edit source]- Will not compile liquid brushes into .bsp.
-np <shadeangle (1 through 179)>
[edit | edit source]- Forces all planar shaders to become nonplanar with the shadeangle specified.
-onlyents
[edit | edit source]- Only changes the entities in the compiled .bsp. Needs a compiled .bsp and a new entity file (.ent)
-patchmeta
[edit | edit source]- Creates meta surfaces from patch meshes. This "bakes" a set LOD into patches in your .bsp.
-skyfix
[edit | edit source]- Enables fix for buggy ATI GL_CLAMP behavior. Always use this.
Sidenote: ATI's behavior is correct. The bug was with *NVIDIA* drivers not distinguishing between GL_CLAMP and GL_CLAMP_TO_EDGE, and Q3 using the wrong one: since Q3 development was done predominantly on nVidia hardware, nobody noticed it until too late.
-snap
[edit | edit source]- Enables axial bevel plane snapping to reduce clipped model plane count (use with care). //I totally don't know a thing about this.
-texrange <N>
[edit | edit source]- Limits per-surface texel count to N.
-v
[edit | edit source]- Enables verbose mode for the bsp phase. Always use this.
-verboseentities
[edit | edit source]- Outputs more information about compiling entity sub-models into the .bsp.