/* ------------------------------------------------------------------------------- Copyright (C) 1999-2007 id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. GtkRadiant is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ------------------------------------------------------------------------------- This code has been altered significantly from its original form, to support several games based on the Quake III Arena engine, in the form of "Q3Map2." ------------------------------------------------------------------------------- */ /* dependencies */ #include "vmap.h" struct HelpOption { const char* name; const char* description; }; void HelpOptions(const char* group_name, int indentation, int width, struct HelpOption* options, int count) { indentation *= 2; char* indent = malloc(indentation+1); memset(indent, ' ', indentation); indent[indentation] = 0; printf("%s%s:\n", indent, group_name); indentation += 2; indent = realloc(indent, indentation+1); memset(indent, ' ', indentation); indent[indentation] = 0; int i; for ( i = 0; i < count; i++ ) { int printed = printf("%s%-24s ", indent, options[i].name); int descsz = strlen(options[i].description); int j = 0; while ( j < descsz && descsz-j > width - printed ) { if ( j != 0 ) printf("%s%26c",indent,' '); int fragment = width - printed; while ( fragment > 0 && options[i].description[j+fragment-1] != ' ') fragment--; j += fwrite(options[i].description+j, sizeof(char), fragment, stdout); putchar('\n'); printed = indentation+26; } if ( j == 0 ) { printf("%s\n",options[i].description+j); } else if ( j < descsz ) { printf("%s%26c%s\n",indent,' ',options[i].description+j); } } putchar('\n'); free(indent); } void HelpBsp() { struct HelpOption bsp[] = { {"-bsp ", "Switch that enters this stage"}, {"-altsplit", "Alternate BSP tree splitting weights (should give more fps)"}, {"-bspfile ", "BSP file to write"}, {"-celshader ", "Sets a global cel shader name"}, {"-custinfoparms", "Read scripts/custinfoparms.txt"}, {"-debuginset", "Push all triangle vertexes towards the triangle center"}, {"-debugportals", "Make BSP portals visible in the map"}, {"-debugsurfaces", "Color the vertexes according to the index of the surface"}, {"-deep", "Use detail brushes in the BSP tree, but at lowest priority (should give more fps)"}, {"-de ", "Distance epsilon for plane snapping etc."}, {"-fakemap", "Write fakemap.map containing all world brushes"}, {"-flat", "Enable flat shading (good for combining with -celshader)"}, {"-fulldetail", "Treat detail brushes as structural ones"}, {"-leaktest", "Continue even if a leak was found"}, {"-linfile ", "Line file to write"}, {"-meta", "Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)"}, {"-minsamplesize ", "Sets minimum lightmap resolution in luxels/qu"}, {"-mi ", "Sets the maximum number of indexes per surface"}, {"-mv ", "Sets the maximum number of vertices of a lightmapped surface"}, {"-ne ", "Normal epsilon for plane snapping etc."}, {"-nocurves", "Turn off support for patches"}, {"-nodetail", "Leave out detail brushes"}, {"-nofog", "Turn off support for fog volumes"}, {"-nohint", "Turn off support for hint brushes"}, {"-nosubdivide", "Turn off support for `q3map_tessSize` (breaks water vertex deforms)"}, {"-notjunc", "Do not fix T-junctions (causes cracks between triangles, do not use)"}, {"-nowater", "Turn off support for water, slime or lava (Stef, this is for you)"}, {"-np ", "Force all surfaces to be nonplanar with a given shade angle"}, {"-onlyents", "Only update entities in the BSP"}, {"-patchmeta", "Turn patches into triangle meshes for display"}, {"-prtfile ", "Portal file to write"}, {"-rename", "Append suffix to miscmodel shaders (needed for SoF2)"}, {"-samplesize ", "Sets default lightmap resolution in luxels/qu"}, {"-skyfix", "Turn sky box into six surfaces to work around ATI problems"}, {"-snap ", "Snap brush bevel planes to the given number of units"}, {"-srffile ", "Surface file to write"}, {"-tempname ", "Read the MAP file from the given file name"}, {"-texrange ", "Limit per-surface texture range to the given number of units, and subdivide surfaces like with `q3map_tessSize` if this is not met"}, {"-tmpout", "Write the BSP file to /tmp"}, {"-verboseentities", "Enable `-v` only for map entities, not for the world"}, }; HelpOptions("BSP Stage", 0, 80, bsp, sizeof(bsp)/sizeof(struct HelpOption)); } void HelpVis() { struct HelpOption vis[] = { {"-vis ", "Switch that enters this stage"}, {"-fast", "Very fast and crude vis calculation"}, {"-hint", "Merge all but hint portals"}, {"-mergeportals", "The less crude half of `-merge`, makes vis sometimes much faster but doesn't hurt fps usually"}, {"-merge", "Faster but still okay vis calculation"}, {"-nopassage", "Just use PortalFlow vis (usually less fps)"}, {"-nosort", "Do not sort the portals before calculating vis (usually slower)"}, {"-passageOnly", "Just use PassageFlow vis (usually less fps)"}, {"-prtfile ", "Portal file to read"}, {"-saveprt", "Keep the Portal file after running vis (so you can run vis again)"}, {"-tmpin", "Use /tmp folder for input"}, {"-tmpout", "Use /tmp folder for output"}, }; HelpOptions("VIS Stage", 0, 80, vis, sizeof(vis)/sizeof(struct HelpOption)); } void HelpLight() { struct HelpOption light[] = { {"-light ", "Switch that enters this stage"}, {"-approx ", "Vertex light approximation tolerance (never use in conjunction with deluxemapping)"}, {"-areascale ", "Scaling factor for area lights (surfacelight)"}, {"-border", "Add a red border to lightmaps for debugging"}, {"-bouncegrid", "Also compute radiosity on the light grid"}, {"-bounceonly", "Only compute radiosity"}, {"-bouncescale ", "Scaling factor for radiosity"}, {"-bounce ", "Number of bounces for radiosity"}, {"-bspfile ", "BSP file to write"}, {"-cheapgrid", "Use `-cheap` style lighting for radiosity"}, {"-cheap", "Abort vertex light calculations when white is reached"}, {"-compensate ", "Lightmap compensate (darkening factor applied after everything else)"}, {"-custinfoparms", "Read scripts/custinfoparms.txt"}, {"-dark", "Darken lightmap seams"}, {"-debugaxis", "Color the lightmaps according to the lightmap axis"}, {"-debugcluster", "Color the lightmaps according to the index of the cluster"}, {"-debugdeluxe", "Show deluxemaps on the lightmap"}, {"-debugnormals", "Color the lightmaps according to the direction of the surface normal"}, {"-debugorigin", "Color the lightmaps according to the origin of the luxels"}, {"-debugsurfaces, -debugsurface", "Color the lightmaps according to the index of the surface"}, {"-debugunused", "This option does nothing"}, {"-debug", "Mark the lightmaps according to the cluster: unmapped clusters get yellow, occluded ones get pink, flooded ones get blue overlay color, otherwise red"}, {"-deluxemode 0", "Use modelspace deluxemaps (DarkPlaces)"}, {"-deluxemode 1", "Use tangentspace deluxemaps"}, {"-deluxe, -deluxemap", "Enable deluxemapping (light direction maps)"}, {"-dirtdebug, -debugdirt", "Store the dirtmaps as lightmaps for debugging"}, {"-dirtdepth", "Dirtmapping depth"}, {"-dirtgain", "Dirtmapping exponent"}, {"-dirtmode 0", "Ordered direction dirtmapping"}, {"-dirtmode 1", "Randomized direction dirtmapping"}, {"-dirtscale", "Dirtmapping scaling factor"}, {"-dirty", "Enable dirtmapping"}, {"-dump", "Dump radiosity from `-bounce` into numbered MAP file prefabs"}, {"-export", "Export lightmaps when compile finished (like `-export` mode)"}, {"-exposure ", "Lightmap exposure to better support overbright spots"}, {"-external", "Force external lightmaps even if at size of internal lightmaps"}, {"-extravisnudge", "Broken feature to nudge the luxel origin to a better vis cluster"}, {"-fastallocate", "Use `-fastallocate` to trade lightmap size against allocation time (useful with hi res lightmaps on large maps: reduce allocation time from days to minutes for only some extra bytes)"}, {"-slowbounce", "Use the slower method for calculating light spread"}, {"-slowgrid", "Uses slower method for calculating light spread"}, {"-slow", "Disable fast envelope/distance calculation for lights"}, {"-faster", "Use a faster falloff curve for lighting; also implies `-fast`"}, {"-filter", "Lightmap filtering"}, {"-floodlight", "Enable floodlight (zero-effort somewhat decent lighting)"}, {"-gamma ", "Lightmap gamma"}, {"-gridambientscale ", "Scaling factor for the light grid ambient components only"}, {"-gridscale ", "Scaling factor for the light grid only"}, {"-keeplights", "Keep light entities in the BSP file after compile"}, {"-lightmapdir ", "Directory to store external lightmaps (default: same as map name without extension)"}, {"-lightmapsearchblocksize ", "Restrict lightmap search to block size "}, {"-lightmapsearchpower ", "Optimize for lightmap merge power "}, {"-lightmapsize ", "Size of lightmaps to generate (must be a power of two)"}, {"-lightsubdiv ", "Size of light emitting shader subdivision"}, {"-lomem", "Low memory but slower lighting mode"}, {"-lowquality", "Low quality floodlight (appears to currently break floodlight)"}, {"-minsamplesize ", "Sets minimum lightmap resolution in luxels/qu"}, {"-nocollapse", "Do not collapse identical lightmaps"}, {"-nodeluxe, -nodeluxemap", "Disable deluxemapping"}, {"-nogrid", "Disable grid light calculation (makes all entities fullbright)"}, {"-nolightmapsearch", "Do not optimize lightmap packing for GPU memory usage (as doing so costs fps)"}, {"-normalmap", "Color the lightmaps according to the direction of the surface normal (TODO is this identical to `-debugnormals`?)"}, {"-nostyle, -nostyles", "Disable support for light styles"}, {"-nosurf", "Disable tracing against surfaces (only uses BSP nodes then)"}, {"-notrace", "Disable shadow occlusion"}, {"-novertex", "Disable vertex lighting"}, {"-patchshadows", "Cast shadows from patches"}, {"-pointscale ", "Scaling factor for point lights (light entities)"}, {"-samplescale ", "Scales all lightmap resolutions"}, {"-samplesize ", "Sets default lightmap resolution in luxels/qu"}, {"-samples ", "Adaptive supersampling quality"}, {"-scale ", "Scaling factor for all light types"}, {"-shadeangle ", "Angle for phong shading"}, {"-shade", "Enable phong shading at default shade angle"}, {"-skyscale ", "Scaling factor for sky and sun light"}, {"-srffile ", "Surface file to read"}, {"-style, -styles", "Enable support for light styles"}, {"-sunonly", "Only compute sun light"}, {"-super ", "Ordered grid supersampling quality"}, {"-thresh ", "Triangle subdivision threshold"}, {"-trianglecheck", "Broken check that should ensure luxels apply to the right triangle"}, {"-trisoup", "Convert brush faces to triangle soup"}, }; HelpOptions("Light Stage", 0, 80, light, sizeof(light)/sizeof(struct HelpOption)); } void HelpAnalyze() { struct HelpOption analyze[] = { {"-analyze ", "Switch that enters this mode"}, {"-lumpswap", "Swap byte order in the lumps"}, }; HelpOptions("Analyzing BSP-like file structure", 0, 80, analyze, sizeof(analyze)/sizeof(struct HelpOption)); } void HelpScale() { struct HelpOption scale[] = { {"-scale ", "Scale uniformly"}, {"-scale ", "Scale non-uniformly"}, {"-scale -tex ", "Scale uniformly without texture lock"}, {"-scale -tex ", "Scale non-uniformly without texture lock"}, }; HelpOptions("Scaling", 0, 80, scale, sizeof(scale)/sizeof(struct HelpOption)); } void HelpConvert() { struct HelpOption convert[] = { {"-convert ", "Switch that enters this mode"}, {"-de ", "Distance epsilon for the conversion"}, {"-format ", "Select the converter (available: map, ase, or game names)"}, {"-ne ", "Normal epsilon for the conversion"}, {"-shadersasbitmap", "(only for ase) use the shader names as \\*BITMAP key so they work as prefabs"}, }; HelpOptions("Converting & Decompiling", 0, 80, convert, sizeof(convert)/sizeof(struct HelpOption)); } void HelpExport() { struct HelpOption exportl[] = { {"-export ", "Copies lightmaps from the BSP to `filename/lightmap_0000.tga` ff"} }; HelpOptions("Exporting lightmaps", 0, 80, exportl, sizeof(exportl)/sizeof(struct HelpOption)); } void HelpExportEnts() { struct HelpOption exportents[] = { {"-exportents ", "Exports the entities to a text file (.ent)"}, }; HelpOptions("ExportEnts Stage", 0, 80, exportents, sizeof(exportents)/sizeof(struct HelpOption)); } void HelpFixaas() { struct HelpOption fixaas[] = { {"-fixaas ", "Switch that enters this mode"}, }; HelpOptions("Fixing AAS checksum", 0, 80, fixaas, sizeof(fixaas)/sizeof(struct HelpOption)); } void HelpInfo() { struct HelpOption info[] = { {"-info ", "Switch that enters this mode"}, }; HelpOptions("Get info about BSP file", 0, 80, info, sizeof(info)/sizeof(struct HelpOption)); } void HelpImport() { struct HelpOption import[] = { {"-import ", "Copies lightmaps from `filename/lightmap_0000.tga` ff into the BSP"}, }; HelpOptions("Importing lightmaps", 0, 80, import, sizeof(import)/sizeof(struct HelpOption)); } void HelpCommon() { struct HelpOption common[] = { {"-connect
", "Talk to a WorldSpawn instance using a specific XML based protocol"}, {"-force", "Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash"}, {"-fs_basepath ", "Sets the given path as main directory of the game (can be used more than once to look in multiple paths)"}, {"-fs_game ", "Sets a different game directory name (default for Q3A: baseq3, can be used more than once)"}, {"-fs_homebase ", "Specifies where the user home directory name is on Linux (default for Q3A: .q3a)"}, {"-fs_homepath ", "Sets the given path as home directory name"}, {"-fs_nobasepath", "Do not load base paths in VFS, imply -fs_nomagicpath"}, {"-fs_nomagicpath", "Do not try to guess base path magically"}, {"-fs_nohomepath", "Do not load home path in VFS"}, {"-fs_pakpath ", "Specify a package directory (can be used more than once to look in multiple paths)"}, {"-game ", "Load settings for the given game (default: quake3)"}, {"-subdivisions ", "multiplier for patch subdivisions quality"}, {"-threads ", "number of threads to use"}, {"-v", "Verbose mode"} }; HelpOptions("Common Options", 0, 80, common, sizeof(common)/sizeof(struct HelpOption)); } void HelpMain(const char* arg) { printf("Usage: q3map2 [stage] [common options...] [stage options...] [stage source file]\n"); printf(" q3map2 -help [stage]\n\n"); HelpCommon(); struct HelpOption stages[] = { {"-bsp", "BSP Stage"}, {"-vis", "VIS Stage"}, {"-light", "Light Stage"}, {"-analyze", "Analyzing BSP-like file structure"}, {"-scale", "Scaling"}, {"-convert", "Converting & Decompiling"}, {"-export", "Exporting lightmaps"}, {"-exportents", "Exporting entities"}, {"-fixaas", "Fixing AAS checksum"}, {"-info", "Get info about BSP file"}, {"-import", "Importing lightmaps"}, }; void(*help_funcs[])() = { HelpBsp, HelpVis, HelpLight, HelpAnalyze, HelpScale, HelpConvert, HelpExport, HelpExportEnts, HelpFixaas, HelpInfo, HelpImport, }; if ( arg && strlen(arg) > 0 ) { if ( arg[0] == '-' ) arg++; unsigned i; for ( i = 0; i < sizeof(stages)/sizeof(struct HelpOption); i++ ) if ( strcmp(arg, stages[i].name+1) == 0 ) { help_funcs[i](); return; } } HelpOptions("Stages", 0, 80, stages, sizeof(stages)/sizeof(struct HelpOption)); }