# vmap A fork of q3map2, now available as a stand-alone compiler targetting [FTEQW](https://www.fteqw.org/) ## Compiler Changes - Improved High-Dynamic-Range lightmaps - Support for our patchDef2WS and patchDef3WS curved surfaces in the BSP compiler, allowing for 4-way texture blended patches. - Reads individual material scripts (.mat) instead of large .shader files - Surfaces are aware which env_cubemap ents they belong to - light_surface entity support, so you don't have to write map specific materials to override texture light properties - Handles Half-Life styled point lights, including zhlt_lightflags - Handles Half-Life styled light_environment entities - New material keys: vmap_lightLinear, vmap_lightLinearFade - Support for target-less spotlights - Explicit support for func_detail, func_detail_illusionary - Support for misc_prefab (including other .map files) - vmap_remapMaterial/q3map_remapShader can carry over surface flags now - Support for entity key: _entsurfaceflags, so surfaces can override their surfaceflags - Support for entity key: _entcontentflags, so brushes can override their contentflags ## Usage BSP: `./vmap [options] dm_foobar` VIS: `./vmap [options] -vis dm_foobar` LIGHT: `./vmap [options] -light dm_foobar` You want to pass `-basedir /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: `./vmap -basedir "/home/user/nuclide-sdk/" -game "base" test_sun` ### Material definitions As stated, we look alongside the textures for material definitions. For example, if a .map file references `measure/floor` the compiler will look at `textures/measure/floor.mat` within any `-game` directories for the exact material description. The .mat file in question looks something like this: ``` { program lightmapped diffusemap "textures/measure/floor.tga" } ``` The `program` line tells the engine which SPIR-V/GLSL/HLSL pixel shader program to use, the compiler ignores that. The `diffusemap` key is read in by the compiler to figure out which texture to load for its color information (used by the `-light` switch) and its size. You can also use Q3A style .shader syntax in these, but set at least a `qer_editorImage` pointing to a valid texture for valid dimensions. [There's material directives specific to vmap, which you can see here.](https://developer.vera-visions.com/d6/d06/mat_vmap.html). Support for the q3map2 equivalents (where applicable) has been preserved, so you won't need to migrate. ## Compiling To compile on a standard GNU/Linux system: `make` On BSD you should probably use GNU make right now. Clang should also be supported, pass `CC=clang` if you want to use it. On NT you'll have to jump through a lot more hoops, here's the gist: 1. MSYS2: https://www.msys2.org/ 2. in the msys2 shell, enter `pacman -S --needed base-devel git unzip mingw-w64-$(uname -m)-{toolchain,make,minizip-git}` 3. boot into the Mingw64 shell, don't use the stock MSYS2 shell 4. run make and it should build everything, in theory **Please don't contact us about helping you build it on Windows. This is a development tool. This is provided AS-IS.** ## Dependencies * GNU make * gcc-core * glib2-devel * libxml2-devel * libjpeg8-devel * libpng-devel * minizip-devel ## Support **As mentioned before, if you need help with this: you're on your own.** ## Special Thanks The original q3map/2 developers: - id Software - Splash Damage - ydnar - GtkRadiant team and contributors - NetRadiant team and contributors vmap developers: - Vera Visions, L.L.C. - Spike - Joshua Ashton - Slartibarty