346 lines
16 KiB
HTML
346 lines
16 KiB
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<meta http-equiv=Content-Type content="text/html; charset=windows-1252">
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<meta name=Generator content="Microsoft Word 10 (filtered)">
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<title>Compiling</title>
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<body lang=EN-US style='text-justify-trim:punctuation'>
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<div class=Section1>
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<p class=MsoNormal style='text-autospace:none'><b><u><span style='font-family:
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Arial'>Compiling</span></u></b></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>An
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example map and compile batch file are included with these tools and can be
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found in \game\main\maps.</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>The
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stages of a compile are as follows:</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
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<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
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Arial'>q3map mapname.map</span></i></p>
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<p class=MsoNormal style='margin-left:.5in;text-autospace:none'><span
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style='font-family:Arial'>builds the bsp</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
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<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
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Arial'>q3map -vis mapname.bsp</span></i></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> options
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are <i>q3map -vis </i>or <i>q3map -vis -fast</i></span></p>
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<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
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Arial'><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> </span></i><span style='font-family:Arial'>vis info is used
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for the server sending entity info to the client so multiplayer maps should use
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<EFBFBD>vis but single player maps can just use <20>vis <20>fast</span></p>
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<p class=MsoNormal style='margin-left:.5in;text-autospace:none'><span
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style='font-family:Arial'>will not work if the map leaked</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
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<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
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Arial'>flare mapname.bsp</span></i></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> generates
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the lightmaps</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> will
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not work if the map leaked</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
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<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
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Arial'>CoDSP.exe +set r_vc_compile 2 +devmap mapname</span></i></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> generates
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the vc log (see VClog section below)</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
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<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
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Arial'>CoDSP.exe +set g_connectpaths 2 +devmap mapname</span></i></p>
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<p class=MsoNormal style='margin-left:.5in;text-autospace:none'><span
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style='font-family:Arial'>generates the path data for the AI (opens the game
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and then closes it automatically after compiling)</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
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<p class=MsoNormal style='text-autospace:none'><b><u><span style='font-family:
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Arial'>Optional</span></u></b></p>
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<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
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Arial'>q3map -info mapname.bsp</span></i></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> displays
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data size information about your bsp</span></p>
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<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
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Arial'> </span></b></p>
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<p class=MsoNormal style='text-autospace:none'><b><u><span style='font-family:
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Arial'>Flare</span></u></b></p>
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<p class=MsoNormal style='text-autospace:none'><i><span style='font-family:
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Arial'>flare args mapname.bsp</span></i></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> where
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args is 0 or more of the following</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-Verbose<73><65><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Turns
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on verbose prints</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-Fast<73><74><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Use fast presets for several options</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-Extra<72><61><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Use
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high-quality presets for several options</span></p>
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<p class=MsoNormal style='margin-left:2.0in;text-indent:-2.0in;text-autospace:
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none'><span style='font-family:Arial'>-MaxPolys<79><73><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Maximum
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number of polys to use during light compile (can be used to increase the
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default for larger maps)</span></p>
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<p class=MsoNormal style='margin-left:1.5in;text-indent:-1.5in;text-autospace:
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none'><span style='font-family:Arial'>-MaxVerts<74><73><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Maximum
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number of vertices to use during light compile (can be used to increase the
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default for larger maps)</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-MaxBrushes<65><73><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Maximum number of brushes to use during bsp solid check</span></p>
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<p class=MsoNormal style='margin-left:1.5in;text-indent:-1.5in;text-autospace:
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none'><span style='font-family:Arial'>-MaxOccluders<72><73><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Maximum
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number of occluders to use during light compile (can be used to increase the
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default for larger maps)</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-Visual<61><6C><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Activates visual preview / debugging</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-DiffuseSun<75><6E><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Forces diffuse sunlighting</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-NoDiffuseSun<75><6E><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Doesn't do diffuse sunlighting</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-FastDiffuseSun<75><6E><EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> SampleDiffuseSun uses a single vertical sky trace</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-ExtraDiffuseSun<75><6E><EFBFBD><EFBFBD>
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> SampleDiffuseSun uses multiple sky traces</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-ModelShadow<6F><77><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Allows model surfaces to cast shadows</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-NoModelShadow<6F><77><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Prevents model surfaces from casting shadows</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-ModelAlphaShadow<6F><77><EFBFBD>
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Allows transparent model surfaces to cast shadows</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-NoModelAlphaShadow<6F>
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD> Prevents transparent model surfaces from casting shadows</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-SunDiffuseSamples<65><73>
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Hemicube edge size for SampleDiffuseSun (3N^2 samples) (Lower numbers
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will cause extra ghost shadows from the diffuse sun. 6-10, even values are
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recommended.)</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>-DumpOptions<6E><73><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Displays current settings of most parameters</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>You
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can see all the options to flare by running the program with no arguments.</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
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<p class=MsoNormal style='text-autospace:none'><b><u><span style='font-family:
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Arial'>VClog</span></u></b></p>
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<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
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Arial'> </span></b></p>
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<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
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Arial'>What is a VClog?</span></b></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Entites
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(models, players, AI) in a map are lit by the lights in the map. In complex
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maps (as opposed to small test maps) calculating which lights affect which
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entities takes a lot of work. To prevent the engine from having to do this in
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realtime, this information can be written into the bsp using a mapname.vclog
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file. If a map doesn<73>t have a VClog, you will experience harsh hitches when
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entering new areas where entities are now visible. These hitches feel like
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texture thrashing. VClogs are needed for both single player and multiplayer
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maps. Anywhere our example says <20>CoDSP.exe<78>, just replace it with <20>CoDMP.exe<78>
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for multiplayer and the same process applies.</span></p>
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<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
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Arial'> </span></b></p>
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<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
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Arial'> </span></b></p>
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<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
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Arial'>Creating a VClog </span></b><span style='font-family:Arial'>(visibility
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cache data)</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>This
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log can be made once and forgotten about until you make a significant change to
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geometry in your map which would allow models, players, or AI to exist in new
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areas; it will still be valid after almost any tweak to geometry, including
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those that alter shadows. The typical way to make this log is to set
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"r_vc_showlog 1", and then to run around playing "pacman"
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trying to get rid of the green dots in areas where you expect players to
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go. You still find visibility data when "r_vc_showlog" is 0, and
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it runs a little faster, but it is easy to miss spots. "pacman"
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mode only works if you have a viewmodel on-screen.</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>You
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must set <20>r_vc_makelog 1<> or <20>r_vc_makelog 2<> to enable making a log. A value
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of 1 creates a brand new log, a value of 2 appends to an existing
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log. "r_vc_showlog" is not all that useful with
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"r_vc_makelog 2", since any dots that were already in the old logfile
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will never go away, no matter how many times you go near them.</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>CoDSP.exe
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+set r_graymap 1 +set r_vc_makelog 1 +set r_vc_showlog 1 +devmap mapname</span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
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<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>You
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can change the amount of dots you see in the map by changing the <20>r_vc_showlog<6F>
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|||
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value.</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Four
|
|||
|
is a good value to use, but any of these are valid: 2, 4, 6, 8, 10, 12, 16</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>You
|
|||
|
can bind a key to increase/decrease the value.</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Example:</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>bind
|
|||
|
F3 "toggle r_vc_showlog 2 4 6 8 12 16"</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>bind
|
|||
|
F4 "toggle r_vc_showlog 16 12 8 6 4 2"</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>You
|
|||
|
must NOT set "dedicated", or you will not get the compiled visiblity
|
|||
|
cache data. Setting r_graymap is not necessary but saves a little time by
|
|||
|
not loading textures.</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
|
|||
|
Arial'>Compiling a VClog</span></b></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Once
|
|||
|
your map is basically geometry complete, make "mapname.vclog" by
|
|||
|
going around your map with "r_vc_makelog 1". From then on, you need
|
|||
|
only compile the map with "+set r_vc_compile 2" as follows.</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> </span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>CoDSP.exe
|
|||
|
+set r_vc_compile 2 +devmap mapname</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>With
|
|||
|
r_vc_compile 2 the game quits after compiling visibility cache data; 1 compiles
|
|||
|
and finishes loading. Also, if you do r_vc_compile 1, then the compiled
|
|||
|
visibility will not be available until you do a vid_restart or load the map
|
|||
|
again. A map_restart or loaded savegame is not sufficient. Additionally,
|
|||
|
CoDSP.exe is hardcoded to look for the .vclog file in the maps directory and
|
|||
|
the CoDMP.exe is hardcoded to look in maps/mp/. Basically, the .vclog MUST be
|
|||
|
in the same place as the .bsp.</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><b><span style='font-family:
|
|||
|
Arial'>Confirming a VClog </span></b></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>To
|
|||
|
confirm whether or not the VClog has been compiled into a .bsp use the
|
|||
|
<EFBFBD>r_vc_stats<EFBFBD> console command to see the performance statistics for the light
|
|||
|
visibility cache. Load the .bsp in the game. Once the map has loaded, pull down
|
|||
|
the console and type <20>r_vc_stats<74>. The VClog has been successfully compiled
|
|||
|
into the .bsp if the <20>entries used<65> number is greater than <20>entries filled in
|
|||
|
at runtime<6D>.</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Example:</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>light
|
|||
|
visibility cache performance:</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>74606
|
|||
|
entries used (28.5%)</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>21
|
|||
|
max associativity</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>0
|
|||
|
entries flushed</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>1216
|
|||
|
entries filled in at runtime instead of read from disk</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'> </span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>Note:</span></p>
|
|||
|
|
|||
|
<p class=MsoNormal style='text-autospace:none'><span style='font-family:Arial'>If
|
|||
|
the <20>entries filled in at runtime<6D> number is the same as the <20>entries used<65>
|
|||
|
number, then the VClog has NOT been compiled into the .bsp.</span></p>
|
|||
|
|
|||
|
</div>
|
|||
|
|
|||
|
</body>
|
|||
|
|
|||
|
</html>
|