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410 lines
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HTML
410 lines
19 KiB
HTML
<!DOCTYPE html PUBLIC "-//w3c//dtd html 4.0 transitional//en">
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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<title>Q3Map Manual</title>
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<style TYPE="text/css">
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<!--
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a:link { color: #9999FF ; text-decoration: none ; }
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a:visited { color: #6666AA ; text-decoration: none ; }
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a:hover { color: #6666FF ; text-decoration: none ; }
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h3 { color: #FFFFFF ; }
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b { color: #CCCCCC ; }
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i { color: #888888 ; font-size: 10pt ; }
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//-->
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</style>
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</head>
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<body bgcolor="#000000" text="#BBBBBB">
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<p align="center">Q3map Manual</p>
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</font>
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<div align="right">
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<table border="1" cellspacing="1" width="100%" bordercolor="#808080" bgcolor="#000000" cellpadding="10">
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<tr>
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<td width="100%">
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<p><font size="3">q3map command line switches:</font></p>
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<pre>
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q3map
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-----
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-threads <number>
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Number of threads used to compile the map. For the fastest compile
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times the number of threads is set to the number of system processors.
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-glview
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Write a .gl file of the bsp tree for debugging.
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-v
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Output verbose information.
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-draw
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Enable realtime debug drawing output.
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-nowater
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Water, slime and lava brushes are not compiled and won't show up when running the map in Quake.
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-noopt
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unused.
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-nofill
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unused.
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-nodetail
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Detail brushes are not compiled and won't show up when running the map in Quake.
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-fulldetail
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Detail brushes will be treated as normal brushes.
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-onlyents
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Only change the entities in a .bsp using a .ent file.
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-onlytextures
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Only change the textures in a .bsp file.
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-micro
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unused.
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-nofog
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Visible surfaces that cross fog boundaries will not be split along the bound.
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This can cause visually incorrect fog in the map.
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-nosubdivide
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Visible surfaces are not subdivided as required by shader tesselation.
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The shader parameter "tesssize" sets the tesselation of a surface.
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-leaktest
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Only test the map for leaks. If a leak is found the compilation is stopped.
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-verboseentities
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Output verbose information about entity sub-models.
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-nocurves
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Curves are not compiled and won't show up when running the map in Quake.
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-notjunc
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T-junctions are not fixed. This can cause tiny slits where a surface meets halfway another surface.
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-expand
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Expands all the brush planes and saves a new map out to allow visual inspection of the clipping bevels
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-tmpout
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Output files to a folder called "tmp".
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-fakemap
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Write out a fakemap.map This map will contain a worldspawn entity with all the world brushes.
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-samplesize <N>
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Set the lightmap pixel size to NxN units. Default 16x16.
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-custinfoparms
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Will enable custom surface flags (see below)
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q3map -vis
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----------
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-threads <number>
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Number of threads used to compile the map. For the fastest compile
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times the number of threads is set to the number of system processors.
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-fast
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Only calculate a very loose visiblity list. It doesn't take much time to
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calculate but a lot more polygons will be drawn by the Q3 engine than necesary.
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-merge
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Merge bsp leaves before calculating the visibility list. This will speed up
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the vis calculations but mostly more polygons will be drawn by the Q3 engine
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than necesary.
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-nopassage
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Disable the passage visibility algorithm. The passage vis is faster and a bit more
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tight than the old algorithm.
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-level
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unused.
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-v
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Output verbose information.
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-nosort
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Don't sort the portals on complexity. Sorting mostly speeds up visibility calculations
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because more complex portals can use information from less complex portals.
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-saveprt
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Don't delete the .prt file after creating the visibility list.
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-tmpin <path>
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Input files will be read from a folder called "tmp".
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-tmpout <path>
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Output files will be written to a folder called "tmp".
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q3map -light
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------------
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-threads <number>
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Number of threads used to compile the map. For the fastest compile
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times the number of threads is set to the number of system processors.
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-bounce <N> [NEW]
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Enable radiosity calculation. Rediffuses the light emitted onto surfaces N
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times. Will write out the BSP after every pass, so it can be cancelled.
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Light reflected is the lightmap/vertex * texture color, subsampled to a certain
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granularity across every lit surface. Use q3map_lightimage in a shader
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to override the reflected color.
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-bouncegrid [NEW]
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Radiosity affects lightgrid (entity lighting).
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-fast [NEW]
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Enables light envelopes for area lights, speeding light up by 50x or more on
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some maps. Has the side effect of dimmer maps with large numbers of dim surface
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lights.
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-fastgrid [NEW]
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Same as fast, but only for lightgrid calculation.
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-fastbounce [NEW]
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Enables fast for radiosity passes only.
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-cheap [NEW]
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Stop calculating light at a sample when it exceeds (255, 255, 255). This may
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produce odd artifacts on maps with lots of saturated colored lighting. Also,
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do not use -cheap with radiosity if you wish to preserve all light emitted.
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-cheapgrid [NEW]
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Same as cheap, but only for lightgrid calculation.
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-area <scale>
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This scales the light intensity of area lights.
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-point <scale>
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This scales the light intensity of point lights.
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-notrace
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No light tracing is performed. As a result no shadows will be casted.
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-patchshadows
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Enable patches casting shadows.
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-novertex
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Don't calculate vertex lighting.
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-nogrid
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Don't calculate light grid for dynamic model lighting.
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-smooth [NEW]
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Smart version of -extra. Only subsamples lightmap pixels that are shadowed.
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Produces results comparable to -extra in roughly 1/3 the time. Can also be
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used with -extra or -extrawide for 16- or 48-tap sampling respectively
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(smoother shadows).
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-extra
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Take four samples per lightmap pixel and store the average light value of these
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four samples for the actual lightmap pixel.
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This super sampling is used for anti-aliasing.
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-extrawide
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Just like -extra four samples per lightmap pixel are calculated. However the
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average of 12 samples is stored per lightmap pixel.
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-samplesize <N>
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Set the lightmap pixel size to NxN units. Default 16x16.
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-border
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Create a debugging border around the lightmap.
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-v
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Output verbose information.
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-nosurf
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Disables surface tracing (detail brushes and patches) for shadow calculation.
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-dump
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Dumps prefab files when used with radiosity for each bounce.
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q3map -vlight
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-------------
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-threads <number>
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Number of threads used to compile the map. For the fastest compile
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times the number of threads is set to the number of system processors.
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-area <scale>
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This scales the light intensity of area lights.
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-point <scale>
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This scales the light intensity of point lights.
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-novertex
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Don't calculate vertex lighting.
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-nogrid
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Don't calculate light grid for dynamic model lighting.
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-nostitching
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No polygon stitching before lighting.
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-noalphashading
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Don't use alpha shading at all.
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-nocolorshading
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Don't use colored alpha shading. The alpha channel will be used as if it were binary.
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The light goes through or not and does not change color.
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-tracelight
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Use the "-light" light algorithm for all surface unless a surface
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uses a shader with the shader option "q3map_vlight".
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-samplesize <N>
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Set the lightmap pixel size to NxN units. Default 16x16.
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-v
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Output verbose information.
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</pre>
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<p><font size="3">The q3map options are a subset of the shader instructions that require
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recompiling of the map.</font></p>
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<p><font size="3">q3map_bounce <fraction></font></p>
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<p><font size="3"> [<font color="#FFFF00">NEW</font>]
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Specify a number between 0 and 1.0 (or higher) to scale the amount of light reflected in radiosity passes.
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Default: 1.0</font></p>
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<p><font size="3">q3map_nofast</font></p>
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<p><font size="3"> [<font color="#FFFF00">NEW</font>]
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Surfaces that emit light with this shader parameter will disable -fast optimisation. Useful for
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large areas of dim sky where you want all the dim light to reach all surfaces.</font></p>
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<p><font size="3">q3map_tracelight</font></p>
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<p><font size="3"> [<font color="#FFFF00">NEW</font>] Surfaces using a shader with this option will always be lit with the
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original "-light" light algorithm. Patches will not cast shadows on
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this surface unless the shader option q3map_patchshadows is used.</font></p>
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<p><font size="3">q3map_patchshadows</font></p>
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<p><font size="3"> [<font color="#FFFF00">NEW</font>] When this option is used in conjunction with the original (-light)
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lighting algorithm, surfaces with textures modified by this option will will
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show shadows cast by curve patches (under normal circumstances, curve patches do
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not cast shadows).</font></p>
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<p><font size="3">q3map_vertexshadows</font></p>
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<p><font size="3"> [<font color="#FFFF00">NEW</font>] By default, no shadows are cast on vertex-only lit surfaces (see
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surfaceparm pointlight). Also when running Quake III Arena in vertex lighting
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mode, no shadows are cast upon any surfaces (shadows are part of the light map).
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When using this shader option shadows *will* be cast on the surface when vertex
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lit. However sharp shadow edges won't be seen on the surface because light
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values are only calculated at the vertexes.</font></p>
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<p><font size="3">q3map_novertexshadows</font></p>
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<p><font size="3"> [<font color="#FFFF00">NEW</font>] Shaders used for misc_models and terrain can now use
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q3map_novertexshadows to disable shadows to be cast at the vertex lit surfaces.
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Shadows being cast at small misc_model objects often makes sense. However
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shadows on large vertex lit terrain surfaces often look bad. By default no
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shadows are cast at forced vertex list surfaces ( shaders with "pointlight"
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).</font></p>
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<p><font color="#FFFFFF" size="3">q3map_forcesunlight</font></p>
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<p><font color="#FFFFFF" size="3"> [</font><font color="#FFFF00" size="3">NEW</font><font color="#FFFFFF" size="3">] No sunlight is cast at vertex lit md3 models and terrain by default.
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Using this option sunlight (overbright bits created by q3map_sun option) will be
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cast on these surfaces.</font></p>
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<p><font size="3">q3map_vertexscale <scale></font></p>
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<p><font size="3"> [<font color="#FFFF00">NEW</font>] The light value at the vertexes of a surface using a shader with this
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option is multiplied by the scale value. This is a way to lighten or darken a
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vertex light only surface in comparison to other, light-map lit surfaces around
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it.</font></p>
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<p><font size="3">q3map_notjunc</font></p>
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<p><font size="3"> [<font color="#FFFF00">NEW</font>] Surfaces modified by a shader with this option are not used for
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tjunction fixing.</font></p>
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<p><font size="3">q3map_vlight</font></p>
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<p><font size="3"> [<font color="#FFFF00">NEW</font>] Surfaces modified by a shader with this option will always be lit with
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the "-vlight" algorithm when q3map is used with the options "-vlight
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-tracelight".</font></p>
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<p><font size="3">q3map_lightmapsamplesize <S></font></p>
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<p><font size="3"> [<font color="#FFFF00">NEW</font>] Surfaces using a shader with this shader option will use lightmaps with
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pixel size SxS. This option can be used to produce high resolution shadows on
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certain surfaces or can be used to reduce the size of lightmap data where high
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resolution shadows are not required.</font></p>
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<p><font size="3">q3map_lightimage <image></font></p>
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<p><font size="3"> Image to use for the light color of a surface light instead of the image(s)
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used by the shader. Color is averaged from the texture. Texture must be the same
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size as the base image map.</font></p>
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<p><font size="3">q3map_surfacelight <value></font></p>
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<p><font size="3">Sets the amount of light this surface emits.</font></p>
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<p><font size="3">q3map_lightsubdivide <value></font></p>
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<p><font size="3"> A surface light is subdivided into a bunch of point lights for the actual
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lighting of the world. This parameter controls the space between those point
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lights. Default value is 120.</font></p>
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<p><font size="3">q3map_backsplash <percent> <distance></font></p>
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<p><font size="3"> A surface light is also lit by itself using back splash point lights with a
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lower intensity. The <percent> parameter specifies the intensity
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percentage they use from the q3map_surfacelight <value> parameter. The
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<distance> parameter controls the distance of these back splash lights
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from the surface. You can set the <percent> to zero or a negative value to
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disable the back splash lights.</font></p>
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<p><font size="3"> q3map_globaltexture</font></p>
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<p><font size="3">When this option is set the texture is not aligned to the world.</font></p>
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<p><font size="3"> q3map_backshader <shader></font></p>
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<p><font size="3"><shader> is the path/name of the shader or texture to be used at the
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back side of the surface.</font></p>
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<p><font size="3"> q3map_flare <shader></font></p>
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<p><font size="3">Creates a flare using the specified <shader> at the center of the
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surface using a shader with this option.</font></p>
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<p><font size="3"> light <value></font></p>
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<p><font size="3">Old style flare specification always using the shader "flareshader".
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The <value> parameter is unused.</font></p>
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<p><font size="3"> q3map_sun <red> <green> <blue> <intensity>
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<degrees> <elevation></font></p>
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<p><font size="3">Color will be normalized, so it doesn't matter what range you use. The
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intensity falls off with angle but not distance. A value of 100 is a fairly
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bright sun.</font></p>
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<p><font size="3"> degree of 0 = from the east, 90 = north, etc.</font></p>
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<p><font size="3"> elevation of 0 = sunrise/set, 90 = noon</font></p>
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<p><font size="3"> surfaceparm pointlight</font></p>
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<p><font size="3">Surfaces using a shader with this parameter will always be vertex lit</font></p>
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<p><font size="3">This option can be used to reduce the lightmap data. Often used on surfaces</font></p>
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<p><font size="3">that don't need any shadows.</font></p>
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<p><font size="3">Surfaceparm dust</font></p>
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<p><font size="3">If a player lands (jumps onto) on a surfaces using a shader with this
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parameter, a put of dust will appear at the player<65>s feet. Note that the
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worldspawn entity of that map must have an enableDust key set to a value of 1.
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Note: This surfaceflag has been replaced by "surfaceparm woodsteps" in
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Return to Castle Wolfenstien.</font></p>
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<font FACE="Arial" SIZE="5"><b><font SIZE="4">
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<p>Custom surfaceparms</p>
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</font></b><font SIZE="2">
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<p>With the new q3map tool you can add custom surface parameters for mods
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without the need to recompile the q3map tool. These custom surfaceparms are
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stored in a file called <20>custinfoparms.txt<78> in the folder scripts/. An
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example of this file with the new surfaceparm treacle and surfaceparm grass is
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shown below.</p>
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<p>// Custom Infoparms File<br>
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// Custom Contentsflags<br>
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{<br>
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treacle 0x4000<br>
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}<br>
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// Custom Surfaceflags<br>
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{<br>
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grass 0x80000<br>
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}</p>
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<p> </p>
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<b>
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<p>NOTE:</b> For linux users, when using the -custinfoparms parameter q3map
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first looks in your homedir, and only if it doesn't find a custinfoparms.txt
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there, it uses the one stored in the</p>
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<p>quake3 install dir (usually /usr/local/games).</p>
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<p> </p>
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</font><b>
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<p>Content Flags</p>
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</b><font SIZE="2">
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<p>Contents flags are flags similar to CONTENTS_FOG in the original Q3A. These
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flags define the contents of volumes inside the game (for instance lava, fog,
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water, etc.).</p>
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<p>If you look in the source file game/surfaceflags.h, it has defines for all
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contents flags. The define is split into a name and a hexadecimal value, for
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instance CONTENTS_PLAYERCLIP 0x10000. These hexadecimal values are powers of 2
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and can be ored together (binary) to form a bit mask. Up to 32 contents flags
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can be ored together this way.</p>
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<b>
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<p>Example</b>: creating a volume with treacle.</p>
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<p>The following outlines how a custom contents flag can be added and used in a
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mod. First open the <20>custinfoparms.txt<78> file and add <20>treacle 0x4000<30>
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to the Custom Contentsflags section as shown in the example file above (0x4000
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is one of the unused values available for custom use). Next write a shader
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script which uses <20>surfaceparm treacle<6C>. Apply this new shader to all sides
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of a brush in a test map. When you compile the map, add the -custinfoparms
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parameter to the command line following q3map.</p>
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<p>Next, add CONTENTS_TREACLE 0x4000 to the source file game/surfaceflags.h in
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your mod. Now you can call the point contents function. If the point is inside
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the brush with the shader using the <20>surfaceparm treacle<6C> then the point
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contents call will return a bit mask with CONTENTS_TREACLE set. This can for
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instance be used to slow down player movement when a player is inside such a
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brush.</p>
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<p> </p>
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</font><b>
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<p>Surface Flags</p>
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</b><font SIZE="2">
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<p>The surface flags are texture properties that often affect entities in
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contact with surfaces using such flags. The <20>surfaceparm metalsteps<70>
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parameter from Q3A is a good example.</p>
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<p>If you look in the source file game/surfaceflags.h, it has defines for all
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surface flags. The define is split into a name and a hexadecimal value, for
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instance SURF_NODAMAGE 0x1. These hexadecimal values are powers of 2 and can be
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ored together (binary) to form a bit mask. Up to 32 surface flags can be ored
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together this way.</p>
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<b>
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<p>Example</b>: Making <20>footsteps on grass<73> sounds</p>
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<p>The following outlines how a custom surface flag can be added and used in a
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mod. First open up the <20>custinfoparms.txt<78> file and add 'grass 0x80000' to
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the Custom Surfaceflags section as shown in the example file above (0x80000 is
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the first available unused value in surfaceflags.h for surface flags). Next
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write a shader script which uses a grass image and has 'surfaceparm grass<73>.
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Create a test map with the grass shader covering the ground surface. When you
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compile the map, add the -custinfoparms parameter to the command line following
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q3map.</p>
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<p>Next, add SURF_GRASS 0x80000 to the source file game/surfaceflags.h in your
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mod. Now you'll be able to execute a trace and the trace information will be
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returned in the trace_t structure. If the trace hits a surface with the grass
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surfaceparm then the SURF_GRASS flag will be set in trace_t->surfaceFlags.
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Such a trace can be used to trigger playing a sound of a person stepping on
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grass. For a reference example, see the existing metal steps in the game code.</p>
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<p> </p>
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</font>
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<p> </p>
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</font>
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<font FACE="Arial" SIZE="5">
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<p> </font></td>
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</tr>
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||
</table>
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</div>
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</b>
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<p> </p>
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<p> </p>
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<p align="center">-27-</p>
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