bsp
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bsp
(it is not necessary to add the -bsp switch to your command line)

custinfoparms (scripts/custinfoparms.txt)
This will enable custom surface flags.

debugportals
Puts the portals into the bsp as colored translucent polygons. If used during the bsp process and you do not -vis or -light, the portals will be colored. If you also -vis & -light, the portals will take on the color of your sky, but can still be easily distinguished.

debugsurfaces
try it in -light, too.

flares
not used in Quake3, nor in Wolf. This was used for the coronas around light sources, in Q3test. The last Q3test build as well as the released Q3 binaries never render them, nor does Wolf. Wolf uses entity flares. However, this is possibly used by jk2/sof2, so it's still here.

flat
Flatshading. Flat forces all st co-ords in a surface to the pixel that best fits the average color of the texture. However, it is of very limited utility. Flat is a sort of hack that was added to test pre-existing maps with celshading. For new maps that you intend to be cel-shaded, you would probably want to use simple, flat colored textures.

fulldetail
The fulldetail switch will cause detail brushes to be treated as structural brushes.

leaktest
If a leak is found, the program is halted.

meta
Creates meta surfaces from brush faces. This is a very useful switch. It decomposes brush faces into their component triangles, and makes a bsp more efficient by:
1. combining surfaces.
2. removing coincident verts.
3. lowering the surface + vert count across the map.
The BSP -meta command will no longer merge triangles into a large surface that causes lightmaps to become lower resolution (higher samplesize). This is a BIG change from previous Q3Map2 versions because you can VERY easily create a map that has 150+ lightmap pages and fail to light. Use _lightmapscale with care now.
note: You must add the -forcesidesvisible to your bspc line when using -meta. Either -meta or Q3Map2 in general makes for retarded bots without it. And the -forcesidesvisible switch should be placed before the -bsp2aas switch. courtesy of Dan_M.

nocurves
Curves are not compiled. The brushes will not show up when the map is loaded.

nodetail
Detail brushes are not compiled. The brushes will not show up when the map is loaded.

nofog
Visible surfaces that cross fog boundaries will not be split along those boundaries. Please note that this can cause visually incorrect fog in the map.

nosubdivide
With this instruction, visible surfaces are not subdivided. Q3Map usually subdivides each drawsurf, as is required by shader tessellation. Tesssize is ignored and brush faces are left alone, when this switch is used. An example would be the lava in Q3DM7, which is tessellated to 128 units.

notjunc
Globally disables Q3Map from adding in any vertexes required to fix t-junctions. This can cause tiny slits where one surface meets halfway with another surface, unless you map cleanly. You can use q3map_notjunc for specific application of this parameter.

nowater
Water, slime and lava brushes are not compiled. The brushes will not show up when the map is loaded.

onlyents
Only changes the entities in a .bsp.

patchmeta
Creates meta surfaces from patches. Pre-tessellates patches in the bsp. Merges a set lod into a surface (subdivision of 8). Planars are reduced nicely, and degenerate strips on patches have the bad triangles removed.

samplesize (n)
Sets the lightmap pixel size to (nxn) units. The default is 16x16.

texrange (%d)
Limits per-surface texture range to %d texels. -texrange chops up any brush faces that have texture ranges larger than the specified amount. Intended use was for video cards that can’t handle texture sizes greater than %d.

tempname

tempsource

tmpout
Outputs files to a folder named tmp.

verboseentities
Outputs more information about compiling entity sub-models into the bsp.


These need further work/clarification

-leaktest
-tmpout
-samplesize
-patchmeta
-flares
-debugsurfaces

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