94 lines
No EOL
3.6 KiB
Markdown
94 lines
No EOL
3.6 KiB
Markdown
# vmap
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A fork of q3map2, now available as a stand-alone compiler targetting [FTEQW](https://www.fteqw.org/)
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## Compiler Changes
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- Improved High-Dynamic-Range lightmaps
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- Support for our patchDef2WS and patchDef3WS curved surfaces in the BSP compiler, allowing for 4-way texture blended patches.
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- Reads individual material scripts (.mat) instead of large .shader files
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- Surfaces are aware which env_cubemap ents they belong to
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- light_surface entity support, so you don't have to write map specific materials to override texture light properties
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- Handles Half-Life styled point lights, including zhlt_lightflags
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- Handles Half-Life styled light_environment entities
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- New material keys: vmap_lightLinear, vmap_lightLinearFade
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- Support for target-less spotlights
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- Explicit support for func_detail, func_detail_illusionary
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- Support for misc_prefab (including other .map files)
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- vmap_remapMaterial/q3map_remapShader can carry over surface flags now
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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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## 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 `-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:
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`./vmap -basedir "/home/user/nuclide-sdk/" -game "base" test_sun`
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### Material definitions
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As stated, we look alongside the textures for material definitions.
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For example, if a .map file references `measure/floor` the compiler will look
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at `textures/measure/floor.mat` within any `-game` directories for the exact material description.
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The .mat file in question looks something like this:
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```
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{
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program lightmapped
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diffusemap "textures/measure/floor.tga"
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}
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```
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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.
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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.
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[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.
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## Compiling
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To compile on a standard GNU/Linux system:
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`make`
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On BSD you should probably use GNU make right now.
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Clang should also be supported, pass `CC=clang` if you want to use it.
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On NT you'll have to jump through a lot more hoops, here's the gist:
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1. MSYS2: https://www.msys2.org/
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2. in the msys2 shell, enter `pacman -S --needed base-devel git unzip mingw-w64-$(uname -m)-{toolchain,make,minizip-git}`
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3. boot into the Mingw64 shell, don't use the stock MSYS2 shell
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4. run make and it should build everything, in theory
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**Please don't contact us about helping you build it on Windows. This is a development tool. This is provided AS-IS.**
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## Dependencies
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* GNU make
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* gcc-core
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* glib2-devel
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* libxml2-devel
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* libjpeg8-devel
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* libpng-devel
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* minizip-devel
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## Support
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**As mentioned before, if you need help with this: you're on your own.**
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## Special Thanks
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The original q3map/2 developers:
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- id Software
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- Splash Damage
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- ydnar
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- GtkRadiant team and contributors
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- NetRadiant team and contributors
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vmap developers:
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- Vera Visions, L.L.C.
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- Spike
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- Joshua Ashton
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- Slartibarty |