heretic2-sdk/Toolkit/Designer/HereticEd/Heretic2.qe4
1998-12-10 00:00:00 +00:00

50 lines
2.1 KiB
Text

{
// maps will be loaded and saved from <basepath>/maps
"basepath" "c:\progra~1\hereti~1\base"
// you are using your local machine to bsp, set rshcmd to ""
// and remotebasebath to the same thing as basepath.
// if you are using a remote unix host, remotebasepath
// will usually be different.
//
//
"rshcmd" "c:\progra~1\hereti~1\toolkit\designer\hereticed\batch\"
"remotebasepath" "c:\progra~1\hereti~1\base"
// the entity classes are found by parsing through
// all the files in <entitypath>, looking for
// /*QUAKED comments
"entitypath" "..\..\programming\gamecode\game\*.c*"
// the "textures" menu is filled with all of the directories
// found under <texturepath>. All texture references from maps
// have <texturepath> implicitly prepended.
// The textures directory can be duplicated on a local harddrive
// for better performance.
"texturepath" "..\..\..\base\textures"
// every five minutes, the editor will autosave a map if it is dirty.
// this should be on a local drive, so multiple people editing
// maps don't collide
"autosave" ".\autosave.map"
// the "bsp" menu in QuakeEd is filled with the following bsp_* commands
// when selected, the value string will be expanded then executed in the
// background.
// ! will be replaced with <rshcmd>
// $ will be replaced with <remotebasepath>/maps/<currentmap>
// @ is changed to a quote(in case you need one in the command line)
"bsp_Relight_Qrad" "!relight.bat $"
"bsp_novis" "!novis.bat $"
"bsp_Entities" "!onlyents.bat $"
"bsp_FullVis (nowater)" "!fullvisw.bat $"
"bsp_FullVis" "!fullvis.bat $"
"bsp_FullVis (no qrad)" "!fullvisnoq.bat $"
"bsp_FullVis (qrad -extra)" "!fullvisxq.bat $"
"bsp_FullVis (nodetail, qrad -extra)" "!fullvisnodetail.bat $"
"bsp_FastVis" "!fastvis.bat $"
"bsp_FastVis (nowater)" "!fastvisnowater.bat $"
}