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