From: bones_was_here Date: Fri, 2 Oct 2020 01:11:08 +0000 (+0000) Subject: Update Complete list of q3map2 command line parameters X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=402606ccb9e0b1bdbe512b958d62ba125bf0508d;p=xonotic%2Fxonotic.wiki.git Update Complete list of q3map2 command line parameters --- diff --git a/Complete-list-of-command-line-parameters.md b/Complete-list-of-command-line-parameters.md deleted file mode 100644 index 31f3f6a..0000000 --- a/Complete-list-of-command-line-parameters.md +++ /dev/null @@ -1,219 +0,0 @@ -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 - diff --git a/Complete-list-of-q3map2-command-line-parameters.md b/Complete-list-of-q3map2-command-line-parameters.md new file mode 100644 index 0000000..31f3f6a --- /dev/null +++ b/Complete-list-of-q3map2-command-line-parameters.md @@ -0,0 +1,219 @@ +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 +