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