From: Thomas Debesse Date: Mon, 20 Jul 2015 18:10:23 +0000 (+0200) Subject: split help stuff from q3map2 X-Git-Tag: xonotic-v0.8.2~15^2~3 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=8658d622efd2630afa63c03471331e19623482d2;p=xonotic%2Fnetradiant.git split help stuff from q3map2 --- diff --git a/Makefile b/Makefile index 9cde277d..c5b8cc68 100644 --- a/Makefile +++ b/Makefile @@ -508,6 +508,7 @@ $(INSTALLDIR)/q3map2.$(EXE): \ tools/quake3/q3map2/decals.o \ tools/quake3/q3map2/facebsp.o \ tools/quake3/q3map2/fog.o \ + tools/quake3/q3map2/help.o \ tools/quake3/q3map2/image.o \ tools/quake3/q3map2/leakfile.o \ tools/quake3/q3map2/light_bounce.o \ diff --git a/tools/quake3/q3map2/help.c b/tools/quake3/q3map2/help.c new file mode 100644 index 00000000..f40ea464 --- /dev/null +++ b/tools/quake3/q3map2/help.c @@ -0,0 +1,393 @@ +/* ------------------------------------------------------------------------------- + + Copyright (C) 1999-2007 id Software, Inc. and contributors. + For a list of contributors, see the accompanying CONTRIBUTORS file. + + This file is part of GtkRadiant. + + GtkRadiant is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + GtkRadiant is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with GtkRadiant; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + + ------------------------------------------------------------------------------- + + This code has been altered significantly from its original form, to support + several games based on the Quake III Arena engine, in the form of "Q3Map2." + + ------------------------------------------------------------------------------- */ + + + +/* dependencies */ +#include "q3map2.h" + + + +struct HelpOption +{ + const char* name; + const char* description; +}; + +void HelpOptions(const char* group_name, int indentation, int width, struct HelpOption* options, int count) +{ + indentation *= 2; + char* indent = malloc(indentation+1); + memset(indent, ' ', indentation); + indent[indentation] = 0; + printf("%s%s:\n", indent, group_name); + indentation += 2; + indent = realloc(indent, indentation+1); + memset(indent, ' ', indentation); + indent[indentation] = 0; + + int i; + for ( i = 0; i < count; i++ ) + { + int printed = printf("%s%-24s ", indent, options[i].name); + int descsz = strlen(options[i].description); + int j = 0; + while ( j < descsz && descsz-j > width - printed ) + { + if ( j != 0 ) + printf("%s%26c",indent,' '); + int fragment = width - printed; + while ( fragment > 0 && options[i].description[j+fragment-1] != ' ') + fragment--; + j += fwrite(options[i].description+j, sizeof(char), fragment, stdout); + putchar('\n'); + printed = indentation+26; + } + if ( j == 0 ) + { + printf("%s\n",options[i].description+j); + } + else if ( j < descsz ) + { + printf("%s%26c%s\n",indent,' ',options[i].description+j); + } + } + + putchar('\n'); + + free(indent); +} + +void HelpBsp() +{ + struct HelpOption bsp[] = { + {"-bsp ", "Switch that enters this stage"}, + {"-altsplit", "Alternate BSP tree splitting weights (should give more fps)"}, + {"-celshader ", "Sets a global cel shader name"}, + {"-custinfoparms", "Read scripts/custinfoparms.txt"}, + {"-debuginset", "Push all triangle vertexes towards the triangle center"}, + {"-debugportals", "Make BSP portals visible in the map"}, + {"-debugsurfaces", "Color the vertexes according to the index of the surface"}, + {"-deep", "Use detail brushes in the BSP tree, but at lowest priority (should give more fps)"}, + {"-de ", "Distance epsilon for plane snapping etc."}, + {"-fakemap", "Write fakemap.map containing all world brushes"}, + {"-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 ", "Sets minimum lightmap resolution in luxels/qu"}, + {"-mi ", "Sets the maximum number of indexes per surface"}, + {"-mv ", "Sets the maximum number of vertices of a lightmapped surface"}, + {"-ne ", "Normal epsilon for plane snapping etc."}, + {"-nocurves", "Turn off support for patches"}, + {"-nodetail", "Leave out detail brushes"}, + {"-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 ", "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 ", "Sets default lightmap resolution in luxels/qu"}, + {"-skyfix", "Turn sky box into six surfaces to work around ATI problems"}, + {"-snap ", "Snap brush bevel planes to the given number of units"}, + {"-tempname ", "Read the MAP file from the given file name"}, + {"-texrange ", "Limit per-surface texture range to the given number of units, and subdivide surfaces like with `q3map_tessSize` if this is not met"}, + {"-tmpout", "Write the BSP file to /tmp"}, + {"-verboseentities", "Enable `-v` only for map entities, not for the world"}, + }; + HelpOptions("BSP Stage", 0, 80, bsp, sizeof(bsp)/sizeof(struct HelpOption)); +} +void HelpVis() +{ + struct HelpOption vis[] = { + {"-vis ", "Switch that enters this stage"}, + {"-fast", "Very fast and crude vis calculation"}, + {"-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"}, + }; + HelpOptions("VIS Stage", 0, 80, vis, sizeof(vis)/sizeof(struct HelpOption)); +} +void HelpLight() +{ + struct HelpOption light[] = { + {"-light ", "Switch that enters this stage"}, + {"-vlight ", "Deprecated alias for `-light -fast` ... filename.map"}, + {"-approx ", "Vertex light approximation tolerance (never use in conjunction with deluxemapping)"}, + {"-areascale ", "Scaling factor for area lights (surfacelight)"}, + {"-border", "Add a red border to lightmaps for debugging"}, + {"-bouncegrid", "Also compute radiosity on the light grid"}, + {"-bounceonly", "Only compute radiosity"}, + {"-bouncescale ", "Scaling factor for radiosity"}, + {"-bounce ", "Number of bounces for radiosity"}, + {"-cheapgrid", "Use `-cheap` style lighting for radiosity"}, + {"-cheap", "Abort vertex light calculations when white is reached"}, + {"-compensate ", "Lightmap compensate (darkening factor applied after everything else)"}, + {"-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 ", "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 ", "Lightmap gamma"}, + {"-gridambientscale ", "Scaling factor for the light grid ambient components only"}, + {"-gridscale ", "Scaling factor for the light grid only"}, + {"-keeplights", "Keep light entities in the BSP file after compile"}, + {"-lightmapdir ", "Directory to store external lightmaps (default: same as map name without extension)"}, + {"-lightmapsize ", "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 ", "Sets minimum lightmap resolution in luxels/qu"}, + {"-nocollapse", "Do not collapse identical lightmaps"}, + {"-nodeluxe, -nodeluxemap", "Disable deluxemapping"}, + {"-nogrid", "Disable grid light calculation (makes all entities fullbright)"}, + {"-nolightmapsearch", "Do not optimize lightmap packing for GPU memory usage (as doing so costs fps)"}, + {"-normalmap", "Color the lightmaps according to the direction of the surface normal (TODO is this identical to `-debugnormals`?)"}, + {"-nostyle, -nostyles", "Disable support for light styles"}, + {"-nosurf", "Disable tracing against surfaces (only uses BSP nodes then)"}, + {"-notrace", "Disable shadow occlusion"}, + {"-novertex", "Disable vertex lighting"}, + {"-patchshadows", "Cast shadows from patches"}, + {"-pointscale ", "Scaling factor for point lights (light entities)"}, + {"-q3", "Use nonlinear falloff curve by default (like Q3A)"}, + {"-samplescale ", "Scales all lightmap resolutions"}, + {"-samplesize ", "Sets default lightmap resolution in luxels/qu"}, + {"-samples ", "Adaptive supersampling quality"}, + {"-scale ", "Scaling factor for all light types"}, + {"-shadeangle ", "Angle for phong shading"}, + {"-shade", "Enable phong shading at default shade angle"}, + {"-skyscale ", "Scaling factor for sky and sun light"}, + {"-smooth", "Deprecated alias for `-samples 2`"}, + {"-style, -styles", "Enable support for light styles"}, + {"-sunonly", "Only compute sun light"}, + {"-super ", "Ordered grid supersampling quality"}, + {"-thresh ", "Triangle subdivision threshold"}, + {"-trianglecheck", "Broken check that should ensure luxels apply to the right triangle"}, + {"-trisoup", "Convert brush faces to triangle soup"}, + {"-wolf", "Use linear falloff curve by default (like W:ET)"}, + }; + + HelpOptions("Light Stage", 0, 80, light, sizeof(light)/sizeof(struct HelpOption)); +} + +void HelpAnalize() +{ + struct HelpOption analize[] = { + {"-analyze ", "Switch that enters this mode"}, + {"-lumpswap", "Swap byte order in the lumps"}, + }; + + HelpOptions("Analyzing BSP-like file structure", 0, 80, analize, sizeof(analize)/sizeof(struct HelpOption)); +} +void HelpScale() +{ + struct HelpOption scale[] = { + {"-scale ", "Scale uniformly"}, + {"-scale ", "Scale non-uniformly"}, + {"-scale -tex ", "Scale uniformly without texture lock"}, + {"-scale -tex ", "Scale non-uniformly without texture lock"}, + }; + HelpOptions("Scaling", 0, 80, scale, sizeof(scale)/sizeof(struct HelpOption)); +} +void HelpConvert() +{ + struct HelpOption convert[] = { + {"-convert ", "Switch that enters this mode"}, + {"-de ", "Distance epsilon for the conversion"}, + {"-format ", "Select the converter (available: map, ase, or game names)"}, + {"-ne ", "Normal epsilon for the conversion"}, + {"-shadersasbitmap", "(only for ase) use the shader names as \\*BITMAP key so they work as prefabs"}, + }; + + HelpOptions("Converting & Decompiling", 0, 80, convert, sizeof(convert)/sizeof(struct HelpOption)); +} + +void HelpExport() +{ + struct HelpOption exportl[] = { + {"-export ", "Copies lightmaps from the BSP to `filename/lightmap_0000.tga` ff"} + }; + + HelpOptions("Exporting lightmaps", 0, 80, exportl, sizeof(exportl)/sizeof(struct HelpOption)); +} + +void HelpFixaas() +{ + struct HelpOption fixaas[] = { + {"-fixaas ", "Switch that enters this mode"}, + }; + + HelpOptions("Fixing AAS checksum", 0, 80, fixaas, sizeof(fixaas)/sizeof(struct HelpOption)); +} + +void HelpInfo() +{ + struct HelpOption info[] = { + {"-info ", "Switch that enters this mode"}, + }; + + HelpOptions("Get info about BSP file", 0, 80, info, sizeof(info)/sizeof(struct HelpOption)); +} + +void HelpImport() +{ + struct HelpOption import[] = { + {"-import ", "Copies lightmaps from `filename/lightmap_0000.tga` ff into the BSP"}, + }; + + HelpOptions("Importing lightmaps", 0, 80, import, sizeof(import)/sizeof(struct HelpOption)); +} + +void HelpMinimap() +{ + struct HelpOption minimap[] = { + {"-minimap ", "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 ", "Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero"}, + {"-border ", "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 ", "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 ", "Sets the output file name"}, + {"-random ", "Sets the randomized supersampling count (cannot be combined with `-samples`)"}, + {"-samples ", "Sets the ordered supersampling count (cannot be combined with `-random`)"}, + {"-sharpen ", "Sets the sharpening coefficient"}, + {"-size ", "Sets the width and height of the output image"}, + {"-white", "Write the minimap as a white-on-transparency RGBA32 image"}, + }; + + HelpOptions("MiniMap", 0, 80, minimap, sizeof(minimap)/sizeof(struct HelpOption)); +} + +void HelpCommon() +{ + struct HelpOption common[] = { + {"-connect
", "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 ", "Sets the given path as main directory of the game (can be used more than once to look in multiple paths)"}, + {"-fs_game ", "Sets a different game directory name (default for Q3A: baseq3)"}, + {"-fs_homebase ", "Specifies where the user home directory name is on Linux (default for Q3A: .q3a)"}, + {"-game ", "Load settings for the given game (default: quake3)"}, + {"-subdivisions ", "multiplier for patch subdivisions quality"}, + {"-threads ", "number of threads to use"}, + {"-v", "Verbose mode"} + }; + + HelpOptions("Common Options", 0, 80, common, sizeof(common)/sizeof(struct HelpOption)); + +} + +void HelpMain(const char* arg) +{ + printf("Usage: q3map2 [stage] [common options...] [stage options...] [stage source file]\n"); + printf(" q3map2 -help [stage]\n\n"); + + HelpCommon(); + + struct HelpOption stages[] = { + {"-bsp", "BSP Stage"}, + {"-vis", "VIS Stage"}, + {"-light", "Light Stage"}, + {"-analize", "Analyzing BSP-like file structure"}, + {"-scale", "Scaling"}, + {"-convert", "Converting & Decompiling"}, + {"-export", "Exporting lightmaps"}, + {"-fixaas", "Fixing AAS checksum"}, + {"-info", "Get info about BSP file"}, + {"-import", "Importing lightmaps"}, + {"-minimap", "MiniMap"}, + }; + void(*help_funcs[])() = { + HelpBsp, + HelpVis, + HelpLight, + HelpAnalize, + HelpScale, + HelpConvert, + HelpExport, + HelpFixaas, + HelpInfo, + HelpImport, + HelpMinimap, + }; + + if ( arg && strlen(arg) > 0 ) + { + if ( arg[0] == '-' ) + arg++; + + unsigned i; + for ( i = 0; i < sizeof(stages)/sizeof(struct HelpOption); i++ ) + if ( strcmp(arg, stages[i].name+1) == 0 ) + { + help_funcs[i](); + return; + } + } + + HelpOptions("Stages", 0, 80, stages, sizeof(stages)/sizeof(struct HelpOption)); +} diff --git a/tools/quake3/q3map2/main.c b/tools/quake3/q3map2/main.c index 6c3b165c..e5bc0337 100644 --- a/tools/quake3/q3map2/main.c +++ b/tools/quake3/q3map2/main.c @@ -168,365 +168,6 @@ int FixAAS( int argc, char **argv ){ return 0; } -struct HelpOption -{ - const char* name; - const char* description; -}; - -void HelpOptions(const char* group_name, int indentation, int width, struct HelpOption* options, int count) -{ - indentation *= 2; - char* indent = malloc(indentation+1); - memset(indent, ' ', indentation); - indent[indentation] = 0; - printf("%s%s:\n", indent, group_name); - indentation += 2; - indent = realloc(indent, indentation+1); - memset(indent, ' ', indentation); - indent[indentation] = 0; - - int i; - for ( i = 0; i < count; i++ ) - { - int printed = printf("%s%-24s ", indent, options[i].name); - int descsz = strlen(options[i].description); - int j = 0; - while ( j < descsz && descsz-j > width - printed ) - { - if ( j != 0 ) - printf("%s%26c",indent,' '); - int fragment = width - printed; - while ( fragment > 0 && options[i].description[j+fragment-1] != ' ') - fragment--; - j += fwrite(options[i].description+j, sizeof(char), fragment, stdout); - putchar('\n'); - printed = indentation+26; - } - if ( j == 0 ) - { - printf("%s\n",options[i].description+j); - } - else if ( j < descsz ) - { - printf("%s%26c%s\n",indent,' ',options[i].description+j); - } - } - - putchar('\n'); - - free(indent); -} - -void HelpBsp() -{ - struct HelpOption bsp[] = { - {"-bsp ", "Switch that enters this stage"}, - {"-altsplit", "Alternate BSP tree splitting weights (should give more fps)"}, - {"-celshader ", "Sets a global cel shader name"}, - {"-custinfoparms", "Read scripts/custinfoparms.txt"}, - {"-debuginset", "Push all triangle vertexes towards the triangle center"}, - {"-debugportals", "Make BSP portals visible in the map"}, - {"-debugsurfaces", "Color the vertexes according to the index of the surface"}, - {"-deep", "Use detail brushes in the BSP tree, but at lowest priority (should give more fps)"}, - {"-de ", "Distance epsilon for plane snapping etc."}, - {"-fakemap", "Write fakemap.map containing all world brushes"}, - {"-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 ", "Sets minimum lightmap resolution in luxels/qu"}, - {"-mi ", "Sets the maximum number of indexes per surface"}, - {"-mv ", "Sets the maximum number of vertices of a lightmapped surface"}, - {"-ne ", "Normal epsilon for plane snapping etc."}, - {"-nocurves", "Turn off support for patches"}, - {"-nodetail", "Leave out detail brushes"}, - {"-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 ", "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 ", "Sets default lightmap resolution in luxels/qu"}, - {"-skyfix", "Turn sky box into six surfaces to work around ATI problems"}, - {"-snap ", "Snap brush bevel planes to the given number of units"}, - {"-tempname ", "Read the MAP file from the given file name"}, - {"-texrange ", "Limit per-surface texture range to the given number of units, and subdivide surfaces like with `q3map_tessSize` if this is not met"}, - {"-tmpout", "Write the BSP file to /tmp"}, - {"-verboseentities", "Enable `-v` only for map entities, not for the world"}, - }; - HelpOptions("BSP Stage", 0, 80, bsp, sizeof(bsp)/sizeof(struct HelpOption)); -} -void HelpVis() -{ - struct HelpOption vis[] = { - {"-vis ", "Switch that enters this stage"}, - {"-fast", "Very fast and crude vis calculation"}, - {"-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"}, - }; - HelpOptions("VIS Stage", 0, 80, vis, sizeof(vis)/sizeof(struct HelpOption)); -} -void HelpLight() -{ - struct HelpOption light[] = { - {"-light ", "Switch that enters this stage"}, - {"-vlight ", "Deprecated alias for `-light -fast` ... filename.map"}, - {"-approx ", "Vertex light approximation tolerance (never use in conjunction with deluxemapping)"}, - {"-areascale ", "Scaling factor for area lights (surfacelight)"}, - {"-border", "Add a red border to lightmaps for debugging"}, - {"-bouncegrid", "Also compute radiosity on the light grid"}, - {"-bounceonly", "Only compute radiosity"}, - {"-bouncescale ", "Scaling factor for radiosity"}, - {"-bounce ", "Number of bounces for radiosity"}, - {"-cheapgrid", "Use `-cheap` style lighting for radiosity"}, - {"-cheap", "Abort vertex light calculations when white is reached"}, - {"-compensate ", "Lightmap compensate (darkening factor applied after everything else)"}, - {"-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 ", "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 ", "Lightmap gamma"}, - {"-gridambientscale ", "Scaling factor for the light grid ambient components only"}, - {"-gridscale ", "Scaling factor for the light grid only"}, - {"-keeplights", "Keep light entities in the BSP file after compile"}, - {"-lightmapdir ", "Directory to store external lightmaps (default: same as map name without extension)"}, - {"-lightmapsize ", "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 ", "Sets minimum lightmap resolution in luxels/qu"}, - {"-nocollapse", "Do not collapse identical lightmaps"}, - {"-nodeluxe, -nodeluxemap", "Disable deluxemapping"}, - {"-nogrid", "Disable grid light calculation (makes all entities fullbright)"}, - {"-nolightmapsearch", "Do not optimize lightmap packing for GPU memory usage (as doing so costs fps)"}, - {"-normalmap", "Color the lightmaps according to the direction of the surface normal (TODO is this identical to `-debugnormals`?)"}, - {"-nostyle, -nostyles", "Disable support for light styles"}, - {"-nosurf", "Disable tracing against surfaces (only uses BSP nodes then)"}, - {"-notrace", "Disable shadow occlusion"}, - {"-novertex", "Disable vertex lighting"}, - {"-patchshadows", "Cast shadows from patches"}, - {"-pointscale ", "Scaling factor for point lights (light entities)"}, - {"-q3", "Use nonlinear falloff curve by default (like Q3A)"}, - {"-samplescale ", "Scales all lightmap resolutions"}, - {"-samplesize ", "Sets default lightmap resolution in luxels/qu"}, - {"-samples ", "Adaptive supersampling quality"}, - {"-scale ", "Scaling factor for all light types"}, - {"-shadeangle ", "Angle for phong shading"}, - {"-shade", "Enable phong shading at default shade angle"}, - {"-skyscale ", "Scaling factor for sky and sun light"}, - {"-smooth", "Deprecated alias for `-samples 2`"}, - {"-style, -styles", "Enable support for light styles"}, - {"-sunonly", "Only compute sun light"}, - {"-super ", "Ordered grid supersampling quality"}, - {"-thresh ", "Triangle subdivision threshold"}, - {"-trianglecheck", "Broken check that should ensure luxels apply to the right triangle"}, - {"-trisoup", "Convert brush faces to triangle soup"}, - {"-wolf", "Use linear falloff curve by default (like W:ET)"}, - }; - - HelpOptions("Light Stage", 0, 80, light, sizeof(light)/sizeof(struct HelpOption)); -} - -void HelpAnalize() -{ - struct HelpOption analize[] = { - {"-analyze ", "Switch that enters this mode"}, - {"-lumpswap", "Swap byte order in the lumps"}, - }; - - HelpOptions("Analyzing BSP-like file structure", 0, 80, analize, sizeof(analize)/sizeof(struct HelpOption)); -} -void HelpScale() -{ - struct HelpOption scale[] = { - {"-scale ", "Scale uniformly"}, - {"-scale ", "Scale non-uniformly"}, - {"-scale -tex ", "Scale uniformly without texture lock"}, - {"-scale -tex ", "Scale non-uniformly without texture lock"}, - }; - HelpOptions("Scaling", 0, 80, scale, sizeof(scale)/sizeof(struct HelpOption)); -} -void HelpConvert() -{ - struct HelpOption convert[] = { - {"-convert ", "Switch that enters this mode"}, - {"-de ", "Distance epsilon for the conversion"}, - {"-format ", "Select the converter (available: map, ase, or game names)"}, - {"-ne ", "Normal epsilon for the conversion"}, - {"-shadersasbitmap", "(only for ase) use the shader names as \\*BITMAP key so they work as prefabs"}, - }; - - HelpOptions("Converting & Decompiling", 0, 80, convert, sizeof(convert)/sizeof(struct HelpOption)); -} - -void HelpExport() -{ - struct HelpOption exportl[] = { - {"-export ", "Copies lightmaps from the BSP to `filename/lightmap_0000.tga` ff"} - }; - - HelpOptions("Exporting lightmaps", 0, 80, exportl, sizeof(exportl)/sizeof(struct HelpOption)); -} - -void HelpFixaas() -{ - struct HelpOption fixaas[] = { - {"-fixaas ", "Switch that enters this mode"}, - }; - - HelpOptions("Fixing AAS checksum", 0, 80, fixaas, sizeof(fixaas)/sizeof(struct HelpOption)); -} - -void HelpInfo() -{ - struct HelpOption info[] = { - {"-info ", "Switch that enters this mode"}, - }; - - HelpOptions("Get info about BSP file", 0, 80, info, sizeof(info)/sizeof(struct HelpOption)); -} - -void HelpImport() -{ - struct HelpOption import[] = { - {"-import ", "Copies lightmaps from `filename/lightmap_0000.tga` ff into the BSP"}, - }; - - HelpOptions("Importing lightmaps", 0, 80, import, sizeof(import)/sizeof(struct HelpOption)); -} - -void HelpMinimap() -{ - struct HelpOption minimap[] = { - {"-minimap ", "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 ", "Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero"}, - {"-border ", "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 ", "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 ", "Sets the output file name"}, - {"-random ", "Sets the randomized supersampling count (cannot be combined with `-samples`)"}, - {"-samples ", "Sets the ordered supersampling count (cannot be combined with `-random`)"}, - {"-sharpen ", "Sets the sharpening coefficient"}, - {"-size ", "Sets the width and height of the output image"}, - {"-white", "Write the minimap as a white-on-transparency RGBA32 image"}, - }; - - HelpOptions("MiniMap", 0, 80, minimap, sizeof(minimap)/sizeof(struct HelpOption)); -} - -void HelpCommon() -{ - struct HelpOption common[] = { - {"-connect
", "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 ", "Sets the given path as main directory of the game (can be used more than once to look in multiple paths)"}, - {"-fs_game ", "Sets a different game directory name (default for Q3A: baseq3)"}, - {"-fs_homebase ", "Specifies where the user home directory name is on Linux (default for Q3A: .q3a)"}, - {"-game ", "Load settings for the given game (default: quake3)"}, - {"-subdivisions ", "multiplier for patch subdivisions quality"}, - {"-threads ", "number of threads to use"}, - {"-v", "Verbose mode"} - }; - - HelpOptions("Common Options", 0, 80, common, sizeof(common)/sizeof(struct HelpOption)); - -} - -void Help(const char* arg) -{ - printf("Usage: q3map2 [stage] [common options...] [stage options...] [stage source file]\n"); - printf(" q3map2 -help [stage]\n\n"); - - HelpCommon(); - - struct HelpOption stages[] = { - {"-bsp", "BSP Stage"}, - {"-vis", "VIS Stage"}, - {"-light", "Light Stage"}, - {"-analize", "Analyzing BSP-like file structure"}, - {"-scale", "Scaling"}, - {"-convert", "Converting & Decompiling"}, - {"-export", "Exporting lightmaps"}, - {"-fixaas", "Fixing AAS checksum"}, - {"-info", "Get info about BSP file"}, - {"-import", "Importing lightmaps"}, - {"-minimap", "MiniMap"}, - }; - void(*help_funcs[])() = { - HelpBsp, - HelpVis, - HelpLight, - HelpAnalize, - HelpScale, - HelpConvert, - HelpExport, - HelpFixaas, - HelpInfo, - HelpImport, - HelpMinimap - }; - - if ( arg && strlen(arg) > 0 ) - { - if ( arg[0] == '-' ) - arg++; - - unsigned i; - for ( i = 0; i < sizeof(stages)/sizeof(struct HelpOption); i++ ) - if ( strcmp(arg, stages[i].name+1) == 0 ) - { - help_funcs[i](); - return; - } - } - - HelpOptions("Stages", 0, 80, stages, sizeof(stages)/sizeof(struct HelpOption)); -} - /* main() q3map mojo... @@ -555,7 +196,7 @@ int main( int argc, char **argv ){ /* -help */ if ( !strcmp( argv[ i ], "-h" ) || !strcmp( argv[ i ], "--help" ) || !strcmp( argv[ i ], "-help" ) ) { - Help(argv[i+1]); + HelpMain(argv[i+1]); return 0; } diff --git a/tools/quake3/q3map2/q3map2.h b/tools/quake3/q3map2/q3map2.h index 36e8fc91..46a9252c 100644 --- a/tools/quake3/q3map2/q3map2.h +++ b/tools/quake3/q3map2/q3map2.h @@ -1519,6 +1519,8 @@ int BSPInfo( int count, char **fileNames ); int ScaleBSPMain( int argc, char **argv ); int ConvertMain( int argc, char **argv ); +/* help.c */ +void HelpMain(const char* arg); /* path_init.c */ game_t *GetGame( char *arg ); @@ -1540,7 +1542,6 @@ int ConvertBSPMain( int argc, char **argv ); int ConvertBSPToMap( char *bspName ); int ConvertBSPToMap_BP( char *bspName ); - /* convert_ase.c */ int ConvertBSPToASE( char *bspName );