+++ /dev/null
-Complete list of command line parameters
-========================================
-
-Common options
---------------
-
-- **`-connect` address:** Talk to a NetRadiant instance using a specific XML based protocol
-- **`-force`:** Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash
-- **`-fs_basepath` path:** Sets the given path as main directory of the game (can be used more than once to look in multiple paths)
-- **`-fs_game` gamename:** Sets a different game directory name (default for Q3A: baseq3)
-- **`-fs_homebase` dir:** Specifies where the user home directory name is on Linux (default for Q3A: .q3a)
-- **`-game` gamename:** Load settings for the given game (default: quake3)
-- **`-subdivisions` F:** multiplier for patch subdivisions quality
-- **`-threads` N:** number of threads to use
-- **`-v`:** Verbose mode
-
-BSP stage
----------
-
-- **`-bsp` ... filename.map:** Switch that enters this stage
-- **`-altsplit`:** Alternate BSP tree splitting weights (should give more fps)
-- **`-celshader` shadername:** 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` F:** Distance epsilon for plane snapping etc.
-- **`-fakemap`:** Write fakemap.map containing all world brushes
-- **`-flares`:** Turn on support for flares (TEST?)
-- **`-flat`:** Enable flat shading (good for combining with -celshader)
-- **`-fulldetail`:** Treat detail brushes as structural ones
-- **`-leaktest`:** Abort if a leak was found
-- **`-meta`:** Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)
-- **`-minsamplesize` N:** Sets minimum lightmap resolution in luxels/qu
-- **`-mi` N:** Sets the maximum number of indexes per surface
-- **`-mv` N:** Sets the maximum number of vertices of a lightmapped surface
-- **`-ne` F:** Normal epsilon for plane snapping etc.
-- **`-nocurves`:** Turn off support for patches
-- **`-nodetail`:** Leave out detail brushes
-- **`-noflares`:** Turn off support for flares
-- **`-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` A:** 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
-- **`-rename`:** Append “bsp” suffix to miscmodel shaders (needed for SoF2)
-- **`-samplesize` N:** Sets default lightmap resolution in luxels/qu
-- **`-skyfix`:** Turn sky box into six surfaces to work around ATI problems
-- **`-snap` N:** Snap brush bevel planes to the given number of units
-- **`-tempname` filename.map:** Read the MAP file from the given file name
-- **`-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
-- **`-tmpout`:** Write the BSP file to /tmp
-- **`-verboseentities`:** Enable `-v` only for map entities, not for the world
-
-VIS stage
----------
-
-- **`-vis` ... filename.map:** Switch that enters this stage
-- **`-fast`:** Very fast and crude vis calculation
-- **`-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)
-- **`-saveprt`:** Keep the PRT file after running vis (so you can run vis again)
-- **`-tmpin`:** Use /tmp folder for input
-- **`-tmpout`:** Use /tmp folder for output
-
-LIGHT stage
------------
-
-- **`-light` ... filename.map:** Switch that enters this stage
-- **`-vlight` ... filename.map:** Deprecated alias for `-light -fast` ... filename.map
-- **`-approx` N:** Vertex light approximation tolerance (never use in conjunction with deluxemapping)
-- **`-areascale` F, `-area` F:** 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` F:** Scaling factor for radiosity
-- **`-bounce` N:** Number of bounces for radiosity
-- **`-cheapgrid`:** Use `-cheap` style lighting for radiosity
-- **`-cheap`:** Abort vertex light calculations when white is reached
-- **`-compensate` F:** Lightmap compensate (darkening factor applied after everything else)
-- **`-cpma`:** CPMA vertex lighting mode
-- **`-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` F:** 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
-- **`-extrawide`:** Deprecated alias for `-super 2 -filter`
-- **`-extra`:** Deprecated alias for `-super 2`
-- **`-fastbounce`:** Use `-fast` style lighting for radiosity
-- **`-faster`:** Use a faster falloff curve for lighting; also implies `-fast`
-- **`-fastgrid`:** Use `-fast` style lighting for the light grid
-- **`-fast`:** Ignore tiny light contributions
-- **`-filter`:** Lightmap filtering
-- **`-floodlight`:** Enable floodlight (zero-effort somewhat decent lighting)
-- **`-gamma` F:** Lightmap gamma
-- **`-gridambientscale` F:** Scaling factor for the light grid ambient components only
-- **`-gridscale` F:** Scaling factor for the light grid only
-- **`-keeplights`:** Keep light entities in the BSP file after compile
-- **`-lightmapdir` directory:** Directory to store external lightmaps (default: same as map name without extension)
-- **`-lightmapsize` N:** Size of lightmaps to generate (must be a power of two)
-- **`-lomem`:** Low memory but slower lighting mode
-- **`-lowquality`:** Low quality floodlight (appears to currently break floodlight)
-- **`-minsamplesize` N:** 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` F, `-point` F:** Scaling factor for point lights (light entities)
-- **`-q3`:** Use nonlinear falloff curve by default (like Q3A)
-- **`-samplescale` F:** Scales all lightmap resolutions
-- **`-samplesize` N:** Sets default lightmap resolution in luxels/qu
-- **`-samples` N:** Adaptive supersampling quality
-- **`-scale` F:** Scaling factor for all light types
-- **`-shadeangle` A:** Angle for phong shading
-- **`-shade`:** Enable phong shading at default shade angle
-- **`-skyscale` F, `-sky` F:** Scaling factor for sky and sun light
-- **`-smooth`:** Deprecated alias for `-samples 2`
-- **`-style`, `-styles`:** Enable support for light styles
-- **`-sunonly`:** Only compute sun light
-- **`-super` N, `-supersample` N:** Ordered grid supersampling quality
-- **`-thresh` F:** Triangle subdivision threshold
-- **`-trianglecheck`:** Broken check that should ensure luxels apply to the right triangle
-- **`-trisoup`:** Convert brush faces to triangle soup
-- **`-wolf`:** Use linear falloff curve by default (like W:ET)
-
-Analyzing BSP-like file structure
----------------------------------
-
-- **`-analyze` ... filename.bsp:** Switch that enters this mode
-- **`-lumpswap`:** Swap byte order in the lumps
-
-Converting & Decompiling
-------------------------
-
-- **`-convert` ... filename.bsp:** Switch that enters this mode
-- **`-de` number:** Distance epsilon for the conversion
-- **`-format` converter:** Select the converter (available: map, ase, or game names)
-- **`-ne` F:** Normal epsilon for the conversion
-- **`-shadersasbitmap`:** (only for ase) use the shader names as \*BITMAP key so they work as prefabs
-
-Exporting lightmaps
--------------------
-
-- **`-export` filename.bsp:** Copies lightmaps from the BSP to `filename/lightmap_0000.tga` ff
-
-Fixing AAS checksum
--------------------
-
-- **`-fixaas` filename.bsp:** Switch that enters this mode
-
-Get info about BSP file
------------------------
-
-- **`-info` filename.bsp:** Switch that enters this mode
-
-Importing lightmaps
--------------------
-
-- **`-import` filename.bsp:** Copies lightmaps from `filename/lightmap_0000.tga` ff into the BSP
-
-MiniMap
--------
-
-- **`-minimap` ... filename.bsp:** Creates a minimap of the BSP, by default writes to `../gfx/filename_mini.tga`
-- **`-black`:** Write the minimap as a black-on-transparency RGBA32 image
-- **`-boost` F:** Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero
-- **`-border` F:** Sets the amount of border pixels relative to the total image size
-- **`-gray`:** Write the minimap as a white-on-black GRAY8 image
-- **`-keepaspect`:** Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect)
-- **`-minmax` xmin ymin zmin xmax ymax zmax:** Forces specific map dimensions (note: the minimap actually uses these dimensions, scaled to the target size while keeping aspect with centering, and 1/64 of border appended to all sides)
-- **`-nokeepaspect`:** Do not ensure the aspect ratio is kept (makes it easier to use the image in your code, but looks bad together with sharpening)
-- **`-o` filename.tga:** Sets the output file name
-- **`-random` N:** Sets the randomized supersampling count (cannot be combined with `-samples`)
-- **`-samples` N:** Sets the ordered supersampling count (cannot be combined with `-random`)
-- **`-sharpen` F:** Sets the sharpening coefficient
-- **`-size` N:** Sets the width and height of the output image
-- **`-white`:** Write the minimap as a white-on-transparency RGBA32 image
-
-Scaling
--------
-
-- **`-scale` S filename.bsp:** Scale uniformly
-- **`-scale` SX SY SZ filename.bsp:** Scale non-uniformly
-- **`-scale -tex` S filename.bsp:** Scale uniformly without texture lock
-- **`-scale -tex` SX SY SZ filename.bsp:** Scale non-uniformly without texture lock
-
--- /dev/null
+Complete list of command line parameters
+========================================
+
+Common options
+--------------
+
+- **`-connect` address:** Talk to a NetRadiant instance using a specific XML based protocol
+- **`-force`:** Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash
+- **`-fs_basepath` path:** Sets the given path as main directory of the game (can be used more than once to look in multiple paths)
+- **`-fs_game` gamename:** Sets a different game directory name (default for Q3A: baseq3)
+- **`-fs_homebase` dir:** Specifies where the user home directory name is on Linux (default for Q3A: .q3a)
+- **`-game` gamename:** Load settings for the given game (default: quake3)
+- **`-subdivisions` F:** multiplier for patch subdivisions quality
+- **`-threads` N:** number of threads to use
+- **`-v`:** Verbose mode
+
+BSP stage
+---------
+
+- **`-bsp` ... filename.map:** Switch that enters this stage
+- **`-altsplit`:** Alternate BSP tree splitting weights (should give more fps)
+- **`-celshader` shadername:** 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` F:** Distance epsilon for plane snapping etc.
+- **`-fakemap`:** Write fakemap.map containing all world brushes
+- **`-flares`:** Turn on support for flares (TEST?)
+- **`-flat`:** Enable flat shading (good for combining with -celshader)
+- **`-fulldetail`:** Treat detail brushes as structural ones
+- **`-leaktest`:** Abort if a leak was found
+- **`-meta`:** Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)
+- **`-minsamplesize` N:** Sets minimum lightmap resolution in luxels/qu
+- **`-mi` N:** Sets the maximum number of indexes per surface
+- **`-mv` N:** Sets the maximum number of vertices of a lightmapped surface
+- **`-ne` F:** Normal epsilon for plane snapping etc.
+- **`-nocurves`:** Turn off support for patches
+- **`-nodetail`:** Leave out detail brushes
+- **`-noflares`:** Turn off support for flares
+- **`-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` A:** 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
+- **`-rename`:** Append “bsp” suffix to miscmodel shaders (needed for SoF2)
+- **`-samplesize` N:** Sets default lightmap resolution in luxels/qu
+- **`-skyfix`:** Turn sky box into six surfaces to work around ATI problems
+- **`-snap` N:** Snap brush bevel planes to the given number of units
+- **`-tempname` filename.map:** Read the MAP file from the given file name
+- **`-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
+- **`-tmpout`:** Write the BSP file to /tmp
+- **`-verboseentities`:** Enable `-v` only for map entities, not for the world
+
+VIS stage
+---------
+
+- **`-vis` ... filename.map:** Switch that enters this stage
+- **`-fast`:** Very fast and crude vis calculation
+- **`-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)
+- **`-saveprt`:** Keep the PRT file after running vis (so you can run vis again)
+- **`-tmpin`:** Use /tmp folder for input
+- **`-tmpout`:** Use /tmp folder for output
+
+LIGHT stage
+-----------
+
+- **`-light` ... filename.map:** Switch that enters this stage
+- **`-vlight` ... filename.map:** Deprecated alias for `-light -fast` ... filename.map
+- **`-approx` N:** Vertex light approximation tolerance (never use in conjunction with deluxemapping)
+- **`-areascale` F, `-area` F:** 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` F:** Scaling factor for radiosity
+- **`-bounce` N:** Number of bounces for radiosity
+- **`-cheapgrid`:** Use `-cheap` style lighting for radiosity
+- **`-cheap`:** Abort vertex light calculations when white is reached
+- **`-compensate` F:** Lightmap compensate (darkening factor applied after everything else)
+- **`-cpma`:** CPMA vertex lighting mode
+- **`-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` F:** 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
+- **`-extrawide`:** Deprecated alias for `-super 2 -filter`
+- **`-extra`:** Deprecated alias for `-super 2`
+- **`-fastbounce`:** Use `-fast` style lighting for radiosity
+- **`-faster`:** Use a faster falloff curve for lighting; also implies `-fast`
+- **`-fastgrid`:** Use `-fast` style lighting for the light grid
+- **`-fast`:** Ignore tiny light contributions
+- **`-filter`:** Lightmap filtering
+- **`-floodlight`:** Enable floodlight (zero-effort somewhat decent lighting)
+- **`-gamma` F:** Lightmap gamma
+- **`-gridambientscale` F:** Scaling factor for the light grid ambient components only
+- **`-gridscale` F:** Scaling factor for the light grid only
+- **`-keeplights`:** Keep light entities in the BSP file after compile
+- **`-lightmapdir` directory:** Directory to store external lightmaps (default: same as map name without extension)
+- **`-lightmapsize` N:** Size of lightmaps to generate (must be a power of two)
+- **`-lomem`:** Low memory but slower lighting mode
+- **`-lowquality`:** Low quality floodlight (appears to currently break floodlight)
+- **`-minsamplesize` N:** 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` F, `-point` F:** Scaling factor for point lights (light entities)
+- **`-q3`:** Use nonlinear falloff curve by default (like Q3A)
+- **`-samplescale` F:** Scales all lightmap resolutions
+- **`-samplesize` N:** Sets default lightmap resolution in luxels/qu
+- **`-samples` N:** Adaptive supersampling quality
+- **`-scale` F:** Scaling factor for all light types
+- **`-shadeangle` A:** Angle for phong shading
+- **`-shade`:** Enable phong shading at default shade angle
+- **`-skyscale` F, `-sky` F:** Scaling factor for sky and sun light
+- **`-smooth`:** Deprecated alias for `-samples 2`
+- **`-style`, `-styles`:** Enable support for light styles
+- **`-sunonly`:** Only compute sun light
+- **`-super` N, `-supersample` N:** Ordered grid supersampling quality
+- **`-thresh` F:** Triangle subdivision threshold
+- **`-trianglecheck`:** Broken check that should ensure luxels apply to the right triangle
+- **`-trisoup`:** Convert brush faces to triangle soup
+- **`-wolf`:** Use linear falloff curve by default (like W:ET)
+
+Analyzing BSP-like file structure
+---------------------------------
+
+- **`-analyze` ... filename.bsp:** Switch that enters this mode
+- **`-lumpswap`:** Swap byte order in the lumps
+
+Converting & Decompiling
+------------------------
+
+- **`-convert` ... filename.bsp:** Switch that enters this mode
+- **`-de` number:** Distance epsilon for the conversion
+- **`-format` converter:** Select the converter (available: map, ase, or game names)
+- **`-ne` F:** Normal epsilon for the conversion
+- **`-shadersasbitmap`:** (only for ase) use the shader names as \*BITMAP key so they work as prefabs
+
+Exporting lightmaps
+-------------------
+
+- **`-export` filename.bsp:** Copies lightmaps from the BSP to `filename/lightmap_0000.tga` ff
+
+Fixing AAS checksum
+-------------------
+
+- **`-fixaas` filename.bsp:** Switch that enters this mode
+
+Get info about BSP file
+-----------------------
+
+- **`-info` filename.bsp:** Switch that enters this mode
+
+Importing lightmaps
+-------------------
+
+- **`-import` filename.bsp:** Copies lightmaps from `filename/lightmap_0000.tga` ff into the BSP
+
+MiniMap
+-------
+
+- **`-minimap` ... filename.bsp:** Creates a minimap of the BSP, by default writes to `../gfx/filename_mini.tga`
+- **`-black`:** Write the minimap as a black-on-transparency RGBA32 image
+- **`-boost` F:** Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero
+- **`-border` F:** Sets the amount of border pixels relative to the total image size
+- **`-gray`:** Write the minimap as a white-on-black GRAY8 image
+- **`-keepaspect`:** Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect)
+- **`-minmax` xmin ymin zmin xmax ymax zmax:** Forces specific map dimensions (note: the minimap actually uses these dimensions, scaled to the target size while keeping aspect with centering, and 1/64 of border appended to all sides)
+- **`-nokeepaspect`:** Do not ensure the aspect ratio is kept (makes it easier to use the image in your code, but looks bad together with sharpening)
+- **`-o` filename.tga:** Sets the output file name
+- **`-random` N:** Sets the randomized supersampling count (cannot be combined with `-samples`)
+- **`-samples` N:** Sets the ordered supersampling count (cannot be combined with `-random`)
+- **`-sharpen` F:** Sets the sharpening coefficient
+- **`-size` N:** Sets the width and height of the output image
+- **`-white`:** Write the minimap as a white-on-transparency RGBA32 image
+
+Scaling
+-------
+
+- **`-scale` S filename.bsp:** Scale uniformly
+- **`-scale` SX SY SZ filename.bsp:** Scale non-uniformly
+- **`-scale -tex` S filename.bsp:** Scale uniformly without texture lock
+- **`-scale -tex` SX SY SZ filename.bsp:** Scale non-uniformly without texture lock
+