mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-29 07:01:59 +00:00
410 lines
19 KiB
HTML
410 lines
19 KiB
HTML
<!DOCTYPE html PUBLIC "-//w3c//dtd html 4.0 transitional//en">
|
||
<html>
|
||
<head>
|
||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||
<title>Q3Map Manual</title>
|
||
<style TYPE="text/css">
|
||
<!--
|
||
a:link { color: #9999FF ; text-decoration: none ; }
|
||
a:visited { color: #6666AA ; text-decoration: none ; }
|
||
a:hover { color: #6666FF ; text-decoration: none ; }
|
||
h3 { color: #FFFFFF ; }
|
||
b { color: #CCCCCC ; }
|
||
i { color: #888888 ; font-size: 10pt ; }
|
||
//-->
|
||
</style>
|
||
</head>
|
||
|
||
<body bgcolor="#000000" text="#BBBBBB">
|
||
|
||
<p align="center">Q3map Manual</p>
|
||
</font>
|
||
<div align="right">
|
||
<table border="1" cellspacing="1" width="100%" bordercolor="#808080" bgcolor="#000000" cellpadding="10">
|
||
<tr>
|
||
<td width="100%">
|
||
<p><font size="3">q3map command line switches:</font></p>
|
||
<pre>
|
||
q3map
|
||
-----
|
||
|
||
-threads <number>
|
||
Number of threads used to compile the map. For the fastest compile
|
||
times the number of threads is set to the number of system processors.
|
||
-glview
|
||
Write a .gl file of the bsp tree for debugging.
|
||
-v
|
||
Output verbose information.
|
||
-draw
|
||
Enable realtime debug drawing output.
|
||
-nowater
|
||
Water, slime and lava brushes are not compiled and won't show up when running the map in Quake.
|
||
-noopt
|
||
unused.
|
||
-nofill
|
||
unused.
|
||
-nodetail
|
||
Detail brushes are not compiled and won't show up when running the map in Quake.
|
||
-fulldetail
|
||
Detail brushes will be treated as normal brushes.
|
||
-onlyents
|
||
Only change the entities in a .bsp using a .ent file.
|
||
-onlytextures
|
||
Only change the textures in a .bsp file.
|
||
-micro
|
||
unused.
|
||
-nofog
|
||
Visible surfaces that cross fog boundaries will not be split along the bound.
|
||
This can cause visually incorrect fog in the map.
|
||
-nosubdivide
|
||
Visible surfaces are not subdivided as required by shader tesselation.
|
||
The shader parameter "tesssize" sets the tesselation of a surface.
|
||
-leaktest
|
||
Only test the map for leaks. If a leak is found the compilation is stopped.
|
||
-verboseentities
|
||
Output verbose information about entity sub-models.
|
||
-nocurves
|
||
Curves are not compiled and won't show up when running the map in Quake.
|
||
-notjunc
|
||
T-junctions are not fixed. This can cause tiny slits where a surface meets halfway another surface.
|
||
-expand
|
||
Expands all the brush planes and saves a new map out to allow visual inspection of the clipping bevels
|
||
-tmpout
|
||
Output files to a folder called "tmp".
|
||
-fakemap
|
||
Write out a fakemap.map This map will contain a worldspawn entity with all the world brushes.
|
||
-samplesize <N>
|
||
Set the lightmap pixel size to NxN units. Default 16x16.
|
||
-custinfoparms
|
||
Will enable custom surface flags (see below)
|
||
|
||
q3map -vis
|
||
----------
|
||
|
||
-threads <number>
|
||
Number of threads used to compile the map. For the fastest compile
|
||
times the number of threads is set to the number of system processors.
|
||
-fast
|
||
Only calculate a very loose visiblity list. It doesn't take much time to
|
||
calculate but a lot more polygons will be drawn by the Q3 engine than necesary.
|
||
-merge
|
||
Merge bsp leaves before calculating the visibility list. This will speed up
|
||
the vis calculations but mostly more polygons will be drawn by the Q3 engine
|
||
than necesary.
|
||
-nopassage
|
||
Disable the passage visibility algorithm. The passage vis is faster and a bit more
|
||
tight than the old algorithm.
|
||
-level
|
||
unused.
|
||
-v
|
||
Output verbose information.
|
||
-nosort
|
||
Don't sort the portals on complexity. Sorting mostly speeds up visibility calculations
|
||
because more complex portals can use information from less complex portals.
|
||
-saveprt
|
||
Don't delete the .prt file after creating the visibility list.
|
||
-tmpin <path>
|
||
Input files will be read from a folder called "tmp".
|
||
-tmpout <path>
|
||
Output files will be written to a folder called "tmp".
|
||
|
||
|
||
q3map -light
|
||
------------
|
||
|
||
-threads <number>
|
||
Number of threads used to compile the map. For the fastest compile
|
||
times the number of threads is set to the number of system processors.
|
||
-bounce <N> [NEW]
|
||
Enable radiosity calculation. Rediffuses the light emitted onto surfaces N
|
||
times. Will write out the BSP after every pass, so it can be cancelled.
|
||
Light reflected is the lightmap/vertex * texture color, subsampled to a certain
|
||
granularity across every lit surface. Use q3map_lightimage in a shader
|
||
to override the reflected color.
|
||
-bouncegrid [NEW]
|
||
Radiosity affects lightgrid (entity lighting).
|
||
-fast [NEW]
|
||
Enables light envelopes for area lights, speeding light up by 50x or more on
|
||
some maps. Has the side effect of dimmer maps with large numbers of dim surface
|
||
lights.
|
||
-fastgrid [NEW]
|
||
Same as fast, but only for lightgrid calculation.
|
||
-fastbounce [NEW]
|
||
Enables fast for radiosity passes only.
|
||
-cheap [NEW]
|
||
Stop calculating light at a sample when it exceeds (255, 255, 255). This may
|
||
produce odd artifacts on maps with lots of saturated colored lighting. Also,
|
||
do not use -cheap with radiosity if you wish to preserve all light emitted.
|
||
-cheapgrid [NEW]
|
||
Same as cheap, but only for lightgrid calculation.
|
||
-area <scale>
|
||
This scales the light intensity of area lights.
|
||
-point <scale>
|
||
This scales the light intensity of point lights.
|
||
-notrace
|
||
No light tracing is performed. As a result no shadows will be casted.
|
||
-patchshadows
|
||
Enable patches casting shadows.
|
||
-novertex
|
||
Don't calculate vertex lighting.
|
||
-nogrid
|
||
Don't calculate light grid for dynamic model lighting.
|
||
-smooth [NEW]
|
||
Smart version of -extra. Only subsamples lightmap pixels that are shadowed.
|
||
Produces results comparable to -extra in roughly 1/3 the time. Can also be
|
||
used with -extra or -extrawide for 16- or 48-tap sampling respectively
|
||
(smoother shadows).
|
||
-extra
|
||
Take four samples per lightmap pixel and store the average light value of these
|
||
four samples for the actual lightmap pixel.
|
||
This super sampling is used for anti-aliasing.
|
||
-extrawide
|
||
Just like -extra four samples per lightmap pixel are calculated. However the
|
||
average of 12 samples is stored per lightmap pixel.
|
||
-samplesize <N>
|
||
Set the lightmap pixel size to NxN units. Default 16x16.
|
||
-border
|
||
Create a debugging border around the lightmap.
|
||
-v
|
||
Output verbose information.
|
||
-nosurf
|
||
Disables surface tracing (detail brushes and patches) for shadow calculation.
|
||
-dump
|
||
Dumps prefab files when used with radiosity for each bounce.
|
||
|
||
|
||
q3map -vlight
|
||
-------------
|
||
|
||
-threads <number>
|
||
Number of threads used to compile the map. For the fastest compile
|
||
times the number of threads is set to the number of system processors.
|
||
-area <scale>
|
||
This scales the light intensity of area lights.
|
||
-point <scale>
|
||
This scales the light intensity of point lights.
|
||
-novertex
|
||
Don't calculate vertex lighting.
|
||
-nogrid
|
||
Don't calculate light grid for dynamic model lighting.
|
||
-nostitching
|
||
No polygon stitching before lighting.
|
||
-noalphashading
|
||
Don't use alpha shading at all.
|
||
-nocolorshading
|
||
Don't use colored alpha shading. The alpha channel will be used as if it were binary.
|
||
The light goes through or not and does not change color.
|
||
-tracelight
|
||
Use the "-light" light algorithm for all surface unless a surface
|
||
uses a shader with the shader option "q3map_vlight".
|
||
-samplesize <N>
|
||
Set the lightmap pixel size to NxN units. Default 16x16.
|
||
-v
|
||
Output verbose information.
|
||
</pre>
|
||
|
||
|
||
|
||
<p><font size="3">The q3map options are a subset of the shader instructions that require
|
||
recompiling of the map.</font></p>
|
||
|
||
<p><font size="3">q3map_bounce <fraction></font></p>
|
||
<p><font size="3"> [<font color="#FFFF00">NEW</font>]
|
||
Specify a number between 0 and 1.0 (or higher) to scale the amount of light reflected in radiosity passes.
|
||
Default: 1.0</font></p>
|
||
|
||
<p><font size="3">q3map_nofast</font></p>
|
||
<p><font size="3"> [<font color="#FFFF00">NEW</font>]
|
||
Surfaces that emit light with this shader parameter will disable -fast optimisation. Useful for
|
||
large areas of dim sky where you want all the dim light to reach all surfaces.</font></p>
|
||
|
||
<p><font size="3">q3map_tracelight</font></p>
|
||
<p><font size="3"> [<font color="#FFFF00">NEW</font>] Surfaces using a shader with this option will always be lit with the
|
||
original "-light" light algorithm. Patches will not cast shadows on
|
||
this surface unless the shader option q3map_patchshadows is used.</font></p>
|
||
<p><font size="3">q3map_patchshadows</font></p>
|
||
<p><font size="3"> [<font color="#FFFF00">NEW</font>] When this option is used in conjunction with the original (-light)
|
||
lighting algorithm, surfaces with textures modified by this option will will
|
||
show shadows cast by curve patches (under normal circumstances, curve patches do
|
||
not cast shadows).</font></p>
|
||
<p><font size="3">q3map_vertexshadows</font></p>
|
||
<p><font size="3"> [<font color="#FFFF00">NEW</font>] By default, no shadows are cast on vertex-only lit surfaces (see
|
||
surfaceparm pointlight). Also when running Quake III Arena in vertex lighting
|
||
mode, no shadows are cast upon any surfaces (shadows are part of the light map).
|
||
When using this shader option shadows *will* be cast on the surface when vertex
|
||
lit. However sharp shadow edges won't be seen on the surface because light
|
||
values are only calculated at the vertexes.</font></p>
|
||
<p><font size="3">q3map_novertexshadows</font></p>
|
||
<p><font size="3"> [<font color="#FFFF00">NEW</font>] Shaders used for misc_models and terrain can now use
|
||
q3map_novertexshadows to disable shadows to be cast at the vertex lit surfaces.
|
||
Shadows being cast at small misc_model objects often makes sense. However
|
||
shadows on large vertex lit terrain surfaces often look bad. By default no
|
||
shadows are cast at forced vertex list surfaces ( shaders with "pointlight"
|
||
).</font></p>
|
||
<p><font color="#FFFFFF" size="3">q3map_forcesunlight</font></p>
|
||
<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.
|
||
Using this option sunlight (overbright bits created by q3map_sun option) will be
|
||
cast on these surfaces.</font></p>
|
||
<p><font size="3">q3map_vertexscale <scale></font></p>
|
||
<p><font size="3"> [<font color="#FFFF00">NEW</font>] The light value at the vertexes of a surface using a shader with this
|
||
option is multiplied by the scale value. This is a way to lighten or darken a
|
||
vertex light only surface in comparison to other, light-map lit surfaces around
|
||
it.</font></p>
|
||
<p><font size="3">q3map_notjunc</font></p>
|
||
<p><font size="3"> [<font color="#FFFF00">NEW</font>] Surfaces modified by a shader with this option are not used for
|
||
tjunction fixing.</font></p>
|
||
<p><font size="3">q3map_vlight</font></p>
|
||
<p><font size="3"> [<font color="#FFFF00">NEW</font>] Surfaces modified by a shader with this option will always be lit with
|
||
the "-vlight" algorithm when q3map is used with the options "-vlight
|
||
-tracelight".</font></p>
|
||
<p><font size="3">q3map_lightmapsamplesize <S></font></p>
|
||
<p><font size="3"> [<font color="#FFFF00">NEW</font>] Surfaces using a shader with this shader option will use lightmaps with
|
||
pixel size SxS. This option can be used to produce high resolution shadows on
|
||
certain surfaces or can be used to reduce the size of lightmap data where high
|
||
resolution shadows are not required.</font></p>
|
||
<p><font size="3">q3map_lightimage <image></font></p>
|
||
<p><font size="3"> Image to use for the light color of a surface light instead of the image(s)
|
||
used by the shader. Color is averaged from the texture. Texture must be the same
|
||
size as the base image map.</font></p>
|
||
<p><font size="3">q3map_surfacelight <value></font></p>
|
||
<p><font size="3">Sets the amount of light this surface emits.</font></p>
|
||
<p><font size="3">q3map_lightsubdivide <value></font></p>
|
||
<p><font size="3"> A surface light is subdivided into a bunch of point lights for the actual
|
||
lighting of the world. This parameter controls the space between those point
|
||
lights. Default value is 120.</font></p>
|
||
<p><font size="3">q3map_backsplash <percent> <distance></font></p>
|
||
<p><font size="3"> A surface light is also lit by itself using back splash point lights with a
|
||
lower intensity. The <percent> parameter specifies the intensity
|
||
percentage they use from the q3map_surfacelight <value> parameter. The
|
||
<distance> parameter controls the distance of these back splash lights
|
||
from the surface. You can set the <percent> to zero or a negative value to
|
||
disable the back splash lights.</font></p>
|
||
<p><font size="3"> q3map_globaltexture</font></p>
|
||
<p><font size="3">When this option is set the texture is not aligned to the world.</font></p>
|
||
<p><font size="3"> q3map_backshader <shader></font></p>
|
||
<p><font size="3"><shader> is the path/name of the shader or texture to be used at the
|
||
back side of the surface.</font></p>
|
||
<p><font size="3"> q3map_flare <shader></font></p>
|
||
<p><font size="3">Creates a flare using the specified <shader> at the center of the
|
||
surface using a shader with this option.</font></p>
|
||
<p><font size="3"> light <value></font></p>
|
||
<p><font size="3">Old style flare specification always using the shader "flareshader".
|
||
The <value> parameter is unused.</font></p>
|
||
<p><font size="3"> q3map_sun <red> <green> <blue> <intensity>
|
||
<degrees> <elevation></font></p>
|
||
<p><font size="3">Color will be normalized, so it doesn't matter what range you use. The
|
||
intensity falls off with angle but not distance. A value of 100 is a fairly
|
||
bright sun.</font></p>
|
||
<p><font size="3"> degree of 0 = from the east, 90 = north, etc.</font></p>
|
||
<p><font size="3"> elevation of 0 = sunrise/set, 90 = noon</font></p>
|
||
<p><font size="3"> surfaceparm pointlight</font></p>
|
||
<p><font size="3">Surfaces using a shader with this parameter will always be vertex lit</font></p>
|
||
<p><font size="3">This option can be used to reduce the lightmap data. Often used on surfaces</font></p>
|
||
<p><font size="3">that don't need any shadows.</font></p>
|
||
|
||
|
||
<p><font size="3">Surfaceparm dust</font></p>
|
||
<p><font size="3">If a player lands (jumps onto) on a surfaces using a shader with this
|
||
parameter, a put of dust will appear at the player<65>s feet. Note that the
|
||
worldspawn entity of that map must have an enableDust key set to a value of 1.
|
||
Note: This surfaceflag has been replaced by "surfaceparm woodsteps" in
|
||
Return to Castle Wolfenstien.</font></p>
|
||
|
||
<font FACE="Arial" SIZE="5"><b><font SIZE="4">
|
||
<p>Custom surfaceparms</p>
|
||
</font></b><font SIZE="2">
|
||
<p>With the new q3map tool you can add custom surface parameters for mods
|
||
without the need to recompile the q3map tool. These custom surfaceparms are
|
||
stored in a file called <20>custinfoparms.txt<78> in the folder scripts/. An
|
||
example of this file with the new surfaceparm treacle and surfaceparm grass is
|
||
shown below.</p>
|
||
<p>// Custom Infoparms File<br>
|
||
// Custom Contentsflags<br>
|
||
{<br>
|
||
treacle 0x4000<br>
|
||
}<br>
|
||
// Custom Surfaceflags<br>
|
||
{<br>
|
||
grass 0x80000<br>
|
||
}</p>
|
||
<p> </p>
|
||
<b>
|
||
<p>NOTE:</b> For linux users, when using the -custinfoparms parameter q3map
|
||
first looks in your homedir, and only if it doesn't find a custinfoparms.txt
|
||
there, it uses the one stored in the</p>
|
||
<p>quake3 install dir (usually /usr/local/games).</p>
|
||
<p> </p>
|
||
</font><b>
|
||
<p>Content Flags</p>
|
||
</b><font SIZE="2">
|
||
<p>Contents flags are flags similar to CONTENTS_FOG in the original Q3A. These
|
||
flags define the contents of volumes inside the game (for instance lava, fog,
|
||
water, etc.).</p>
|
||
<p>If you look in the source file game/surfaceflags.h, it has defines for all
|
||
contents flags. The define is split into a name and a hexadecimal value, for
|
||
instance CONTENTS_PLAYERCLIP 0x10000. These hexadecimal values are powers of 2
|
||
and can be ored together (binary) to form a bit mask. Up to 32 contents flags
|
||
can be ored together this way.</p>
|
||
<b>
|
||
<p>Example</b>: creating a volume with treacle.</p>
|
||
<p>The following outlines how a custom contents flag can be added and used in a
|
||
mod. First open the <20>custinfoparms.txt<78> file and add <20>treacle 0x4000<30>
|
||
to the Custom Contentsflags section as shown in the example file above (0x4000
|
||
is one of the unused values available for custom use). Next write a shader
|
||
script which uses <20>surfaceparm treacle<6C>. Apply this new shader to all sides
|
||
of a brush in a test map. When you compile the map, add the -custinfoparms
|
||
parameter to the command line following q3map.</p>
|
||
<p>Next, add CONTENTS_TREACLE 0x4000 to the source file game/surfaceflags.h in
|
||
your mod. Now you can call the point contents function. If the point is inside
|
||
the brush with the shader using the <20>surfaceparm treacle<6C> then the point
|
||
contents call will return a bit mask with CONTENTS_TREACLE set. This can for
|
||
instance be used to slow down player movement when a player is inside such a
|
||
brush.</p>
|
||
<p> </p>
|
||
</font><b>
|
||
<p>Surface Flags</p>
|
||
</b><font SIZE="2">
|
||
<p>The surface flags are texture properties that often affect entities in
|
||
contact with surfaces using such flags. The <20>surfaceparm metalsteps<70>
|
||
parameter from Q3A is a good example.</p>
|
||
<p>If you look in the source file game/surfaceflags.h, it has defines for all
|
||
surface flags. The define is split into a name and a hexadecimal value, for
|
||
instance SURF_NODAMAGE 0x1. These hexadecimal values are powers of 2 and can be
|
||
ored together (binary) to form a bit mask. Up to 32 surface flags can be ored
|
||
together this way.</p>
|
||
<b>
|
||
<p>Example</b>: Making <20>footsteps on grass<73> sounds</p>
|
||
<p>The following outlines how a custom surface flag can be added and used in a
|
||
mod. First open up the <20>custinfoparms.txt<78> file and add 'grass 0x80000' to
|
||
the Custom Surfaceflags section as shown in the example file above (0x80000 is
|
||
the first available unused value in surfaceflags.h for surface flags). Next
|
||
write a shader script which uses a grass image and has 'surfaceparm grass<73>.
|
||
Create a test map with the grass shader covering the ground surface. When you
|
||
compile the map, add the -custinfoparms parameter to the command line following
|
||
q3map.</p>
|
||
<p>Next, add SURF_GRASS 0x80000 to the source file game/surfaceflags.h in your
|
||
mod. Now you'll be able to execute a trace and the trace information will be
|
||
returned in the trace_t structure. If the trace hits a surface with the grass
|
||
surfaceparm then the SURF_GRASS flag will be set in trace_t->surfaceFlags.
|
||
Such a trace can be used to trigger playing a sound of a person stepping on
|
||
grass. For a reference example, see the existing metal steps in the game code.</p>
|
||
<p> </p>
|
||
</font>
|
||
<p> </p>
|
||
|
||
</font>
|
||
|
||
<font FACE="Arial" SIZE="5">
|
||
|
||
<p> </font></td>
|
||
</tr>
|
||
</table>
|
||
</div>
|
||
</b>
|
||
<p> </p>
|
||
<p> </p>
|
||
<p align="center">-27-</p>
|
||
|
||
</body>
|
||
|
||
</html>
|