usage: q3map [options] mapfile
(hostname/ip) Will output logging to a remote host. (jer)
This will enable custom surface flags.
Puts the portals into the bsp as colored translucent polygons. Pretty nifty... Used with only the bsp process, 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.
This colors lightmaps by surfacenum % 6
If
used in the bsp phase, it will color every surface with a different color.
(You don't need to know this to use this switch, but
% is integer mod)
6 % 3 = 0
6 % 3 = 1
3 % 3 = 0
4 % 3 = 1
5 % 3 = 2
6 % 3 = 0
bleh. it’s the remainder after a divide.
Enables real-time debug drawing output.
Expands all the brush planes, and saves a new map out, to allow visual inspection of the clipping bevels.
Writes out a fakemap.map. This map will contain a worldspawn entity and all the world brushes.
Not used: This was used for the coronas around light sources in Q3test. The last Q3test build, as well as released Q3 binaries, never render them, nor does Wolf. Wolf uses entity flares.
Flat forces all st co-ords in a surface to the pixel that best fits the average color of the texture. It is of very limited utility. Flat is a sort of hack added to test existing maps with celshading. For real maps, you would want to use simple, flat colored textures.
Detail brushes will be treated as normal brushes.
Writes a .gl file of the bsp tree for debugging (<--gee, that makes sense
usage: q3map -info (mapname) or
q3map -game wolf -info (mapname)
Outputs map information.
Only tests the map for leaks. If a leak is found, the compile is stopped.
This is a very useful switch. It decomposes brush faces into their component triangles, and makes a bsp more efficient by:
removing coincident verts
lowering the surface + vert count across the map
NOTE: add -forcesidesvisible to your bspc line. meta/Q3Map2 makes for retarded bots without it.
Dan_M> the -forcesidesvisible switch should be placed before the –bsp2aas switch
not used
Curves are not compiled. They will not show up when the map is loaded.
Detail brushes are not compiled. They will not show up when the map is loaded.
not used
Visible surfaces that cross fog boundaries will not be split along the bound. Please note that this can cause visually incorrect fog in the map.
not used
vlight is non-functional in
Q3Map2
Disables planar patch lightmap fixes for –vlight.
With this instruction, visible surfaces are not subdivided. Subdivisions are tessellation.
Note: The shader
parameter “tesssize”
sets the tessellation of a surface. Tessellation is the subdivision of a
surface into tileable polygons. In this case, triangles.
http://www.tessellations.com/Learning.html
http://www.geom.umn.edu/~demo5337/Group4/Tsslatns.html
http://www.google.com/advanced_search?q=tessellation&num=100&hl=en&lr=&safe=off
T-Junctions are not fixed. This can cause tiny slits where one surface meets halfway with another surface.
non-functional switch
Vertex light is now calculated via lightmaps.
Water, slime and lava brushes are not compiled. They will not show up in game, when the map is loaded.
non-functional at the moment.
Only changes the entities in a .bsp using an .ent file.
non-functional at the moment.
Only changes the textures in a .bsp file.
patches->mst_planars
Pre-tessellates patches in the bsp. Merges a set lod into a surface. Subdivisions = 8. Planars are reduced nicely, and degenerate strips on patches have the bad triangles removed.
(N) Sets the lightmap pixel size to (NxN) units. The default is 16x16.
non-functional switch
disables terrain blending.
Outputs files to a folder name “tmp”.
(N) Number of threads used to compile the map. For the fastest compile times, the number of threads should be set to the number of system processors.
Outputs verbose information.
Outputs verbose information about entity sub-models.