Readme: add Usage section that covers the basics
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.github/workflows/linux-ci.yaml
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@ -2,9 +2,7 @@ name: Linux CI
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on:
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on:
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push:
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push:
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branches: [ "master" ]
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tags: ['v*.*.*']
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pull_request:
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branches: [ "master" ]
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jobs:
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build:
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build:
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.github/workflows/win-ci.yaml
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@ -2,9 +2,7 @@ name: Windows CI
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on:
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on:
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push:
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push:
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branches: [ "master" ]
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tags: ['v*.*.*']
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pull_request:
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branches: [ "master" ]
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jobs:
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README.md
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README.md
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@ -19,6 +19,16 @@ A fork of q3map2, now available as a stand-alone compiler targetting [FTEQW](htt
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- Support for entity key: _entsurfaceflags, so surfaces can override their surfaceflags
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- Support for entity key: _entsurfaceflags, so surfaces can override their surfaceflags
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- Support for entity key: _entcontentflags, so brushes can override their contentflags
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- Support for entity key: _entcontentflags, so brushes can override their contentflags
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## Usage
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BSP: `./vmap [options] dm_foobar`
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VIS: `./vmap [options] -vis dm_foobar`
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LIGHT: `./vmap [options] -light dm_foobar`
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You want to pass `-fs_basepath /path/to/game/root` and `-game` arguments to specify where to read textures from. If you wanted to, for example, compile a map included within Nuclide's 'base' directory you'd end up with a command-line like this:
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`./vmap -fs_basepath /home/user/nuclide-sdk/ -game platform -game base test_sun`
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## Compiling
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## Compiling
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To compile on a standard GNU/Linux system:
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To compile on a standard GNU/Linux system:
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`make`
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`make`
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