From 754529210c71a52370678004b5f9c56938892e25 Mon Sep 17 00:00:00 2001 From: cbrutail Date: Mon, 15 Mar 2010 08:48:00 +0000 Subject: [PATCH] (Commit created by redmine exporter script from page "Complete_list_of_command_line_parameters" version 1) --- ...te_list_of_command_line_parameters.textile | 205 ++++++++++++++++++ 1 file changed, 205 insertions(+) create mode 100644 Complete_list_of_command_line_parameters.textile diff --git a/Complete_list_of_command_line_parameters.textile b/Complete_list_of_command_line_parameters.textile new file mode 100644 index 0000000..deba8a9 --- /dev/null +++ b/Complete_list_of_command_line_parameters.textile @@ -0,0 +1,205 @@ +h1. Complete list of command line parameters + +h2. 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 + +h2. 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 misc\_model 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 + +h2. 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 + +h2. 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) + +h2. Analyzing BSP-like file structure + +* *@-analyze@ ... filename.bsp:* Switch that enters this mode +* *@-lumpswap@:* Swap byte order in the lumps + +h2. 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 + +h2. Exporting lightmaps + +* *@-export@ filename.bsp:* Copies lightmaps from the BSP to filename/lightmap_0000.tga ff + +h2. Fixing AAS checksum + +* *@-fixaas@ filename.bsp:* Switch that enters this mode + +h2. Get info about BSP file + +* *@-info@ filename.bsp:* Switch that enters this mode + +h2. Importing lightmaps + +* *@-import@ filename.bsp:* Copies lightmaps from filename/lightmap_0000.tga ff into the BSP + +h2. 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 + +h2. 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 -- 2.39.2