void HelpBsp()
{
struct HelpOption bsp[] = {
- {"-bsp <filename.map>", "Switch that enters this stage"},
+ {"-bsp [options] <filename.map>", "Switch that enters this stage"},
{"-altsplit", "Alternate BSP tree splitting weights (should give more fps)"},
{"-bspfile <filename.bsp>", "BSP file to write"},
{"-celshader <shadername>", "Sets a global cel shader name"},
{"-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?)"},
+ {"-flares", "Turn on support for flares"},
{"-flat", "Enable flat shading (good for combining with -celshader)"},
{"-fulldetail", "Treat detail brushes as structural ones"},
+ {"-keeplights", "Keep light entities in the BSP file after compile"},
{"-leaktest", "Abort if a leak was found"},
{"-linfile <filename.lin>", "Line file to write"},
+ {"-maxarea", "Use Max Area face surface generation"},
{"-meta", "Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)"},
+ {"-metaadequatescore <N>", "Adequate score for adding triangles to meta surfaces"},
+ {"-metagoodscore <N>", "Good score for adding triangles to meta surfaces"},
+ {"-metamaxbboxdistance <F>", "Maximum bounding box distance for meta surfaces"},
{"-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"},
{"-noflares", "Turn off support for flares"},
{"-nofog", "Turn off support for fog volumes"},
{"-nohint", "Turn off support for hint brushes"},
+ {"-nosRGB", "Treat colors and textures as linear colorspace"},
+ {"-nosRGBcolor", "Treat shader and light entity colors as linear colorspace"},
+ {"-nosRGBtex", "Treat textures as linear colorspace"},
{"-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)"},
{"-skyfix", "Turn sky box into six surfaces to work around ATI problems"},
{"-snap <N>", "Snap brush bevel planes to the given number of units"},
{"-srffile <filename.srf>", "Surface file to write"},
+ {"-sRGBcolor", "Treat shader and light entity colors as sRGB colorspace"},
+ {"-sRGBtex", "Treat textures as sRGB colorspace"},
{"-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"},
void HelpVis()
{
struct HelpOption vis[] = {
- {"-vis <filename.map>", "Switch that enters this stage"},
+ {"-vis [options] <filename.map>", "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"},
{"-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"},
+ {"-v -v", "Extra verbose mode for cluster debug"}, // q3map2 common takes first -v
};
HelpOptions("VIS Stage", 0, 80, vis, sizeof(vis)/sizeof(struct HelpOption));
}
void HelpLight()
{
struct HelpOption light[] = {
- {"-light <filename.map>", "Switch that enters this stage"},
- {"-vlight <filename.map>", "Deprecated alias for `-light -fast` ... filename.map"},
+ {"-light [options] <filename.map>", "Switch that enters this stage"},
+ {"-vlight [options] <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"},
{"-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"},
+ {"-extradist <F>", "Extra distance for lights in map units"},
{"-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`"},
{"-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"},
+ {"-fill", "Fill lightmap colors from surrounding pixels to improve JPEG compression"},
{"-filter", "Lightmap filtering"},
{"-floodlight", "Enable floodlight (zero-effort somewhat decent lighting)"},
{"-gamma <F>", "Lightmap gamma"},
+ {"-gridambientdirectionality <F>", "Ambient directional lighting received (default: 0.0)"},
{"-gridambientscale <F>", "Scaling factor for the light grid ambient components only"},
+ {"-griddirectionality <F>", "Directional lighting received (default: 1.0)"},
{"-gridscale <F>", "Scaling factor for the light grid only"},
- {"-keeplights", "Keep light entities in the BSP file after compile"},
+ {"-lightanglehl 0", "Disable half lambert light angle attenuation"},
+ {"-lightanglehl 1", "Enable half lambert light angle attenuation"},
{"-lightmapdir <directory>", "Directory to store external lightmaps (default: same as map name without extension)"},
{"-lightmapsearchblocksize <N>", "Restrict lightmap search to block size <N>"},
{"-lightmapsearchpower <N>", "Optimize for lightmap merge power <N>"},
{"-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu"},
{"-nocollapse", "Do not collapse identical lightmaps"},
{"-nodeluxe, -nodeluxemap", "Disable deluxemapping"},
+ {"-nofastpoint", "Disable fast point light calculation"},
{"-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`?)"},
+ {"-nosRGB", "Treat colors, textures, and lightmaps as linear colorspace"},
+ {"-nosRGBcolor", "Treat shader and light entity colors as linear colorspace"},
+ {"-nosRGBlight", "Write lightmaps as linear colorspace"},
+ {"-nosRGBtex", "Treat textures as linear colorspace"},
{"-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)"},
+ {"-pointscale <F, `-point` F>", "Scaling factor for spherical and spot point lights (light entities)"},
{"-q3", "Use nonlinear falloff curve by default (like Q3A)"},
+ {"-randomsamples", "Use random sampling for lightmaps"},
+ {"-rawlightmapsizelimit <N>", "Sets maximum lightmap resolution in luxels/qu (only affects patches if used -patchmeta in BSP stage)"},
{"-samplescale <F>", "Scales all lightmap resolutions"},
{"-samplesize <N>", "Sets default lightmap resolution in luxels/qu"},
+ {"-samplessearchboxsize <N>", "Search box size (1 to 4) for lightmap adaptive supersampling"},
{"-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`"},
+ {"-sphericalscale <F, `-spherical` F>", "Scaling factor for spherical point light entities"},
+ {"-spotscale <F, `-spot` F>", "Scaling factor for spot point light entities"},
{"-srffile <filename.srf>", "Surface file to read"},
+ {"-sRGB", "Treat colors, textures, and lightmaps as sRGB colorspace"},
+ {"-sRGBcolor", "Treat shader and light entity colors as sRGB colorspace"},
+ {"-sRGBlight", "Write lightmaps as sRGB colorspace"},
+ {"-sRGBtex", "Treat textures as sRGB colorspace"},
{"-style, -styles", "Enable support for light styles"},
{"-sunonly", "Only compute sun light"},
{"-super <N, `-supersample` N>", "Ordered grid supersampling quality"},
void HelpAnalyze()
{
struct HelpOption analyze[] = {
- {"-analyze <filename.bsp>", "Switch that enters this mode"},
+ {"-analyze [options] <filename.bsp>", "Switch that enters this mode"},
{"-lumpswap", "Swap byte order in the lumps"},
};
void HelpScale()
{
struct HelpOption scale[] = {
- {"-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"},
+ {"-scale [options] <S filename.bsp>", "Scale uniformly"},
+ {"-scale [options] <SX SY SZ filename.bsp>", "Scale non-uniformly"},
+ {"-tex", "Scale without texture lock"},
+ {"-spawn_ref <F>", "Vertical offset for info_player_* entities (adds spawn_ref, scales, subtracts spawn_ref)"},
};
HelpOptions("Scaling", 0, 80, scale, sizeof(scale)/sizeof(struct HelpOption));
}
void HelpConvert()
{
struct HelpOption convert[] = {
- {"-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"},
+ {"-convert [options] <filename.bsp>", "Switch that enters this mode"},
+ {"-deluxemapsastexcoord", "Save deluxemap names and texcoords instead of textures (only when writing ase and obj)"},
+ {"-de <F>", "Distance epsilon for the conversion (only when reading map)"},
+ {"-format <converter>", "Select the converter, default ase (available: map, map_bp, ase, obj, or game names)"},
+ {"-lightmapsastexcoord", "Save lightmap names and texcoords instead of textures (only when writing ase and obj)"},
+ {"-meta", "Combine adjacent triangles of the same texture to surfaces (only when reading map)"},
+ {"-ne <F>", "Normal epsilon for the conversion (only when reading map)"},
+ {"-patchmeta", "Turn patches into triangle meshes for display (only when reading map)"},
+ {"-readbsp", "Force converting bsp to selected format"},
+ {"-readmap", "Force converting map to selected format"},
+ {"-shadersasbitmap", "Save shader names as bitmap names in the model so it works as a prefab (only when writing ase and obj)"},
};
HelpOptions("Converting & Decompiling", 0, 80, convert, sizeof(convert)/sizeof(struct HelpOption));
void HelpMinimap()
{
struct HelpOption minimap[] = {
- {"-minimap <filename.bsp>", "Creates a minimap of the BSP, by default writes to `../gfx/filename_mini.tga`"},
+ {"-minimap [options] <filename.bsp>", "Creates a minimap of the BSP, by default writes to `../gfx/filename_mini.tga`"},
+ {"-autolevel", "Automatically level brightness and contrast"},
{"-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"},
+ {"-brightness <F>", "Sets brightness value to add to minimap values"},
+ {"-contrast <F>", "Sets contrast value to scale minimap values (doesn't affect brightness)"},
{"-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)"},
+ {"-noautolevel", "Do not automatically level brightness and contrast"},
{"-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`)"},
{"-connect <address>", "Talk to a " RADIANT_NAME " 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_forbiddenpath <pattern>", "Pattern to ignore directories, pk3, and pk3dir; example pak?.pk3 (can be used more than once to look for multiple patterns)"},
{"-fs_game <gamename>", "Sets a different game directory name (default for Q3A: baseq3, can be used more than once)"},
- {"-fs_homebase <dir>", "Specifies where the user home directory name is on Linux (default for Q3A: .q3a)"},
- {"-fs_homepath <path>", "Sets the given path as home directory name"},
+ {"-fs_home <dir>", "Specifies where the user home directory is on Linux"},
+ {"-fs_homebase <dir>", "Specifies game home directory relative to user home directory on Linux (default for Q3A: .q3a)"},
+ {"-fs_homepath <path>", "Sets the given path as the game home directory name (fs_home + fs_homebase)"},
{"-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"},