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q3map2(6)		Quake 3 III Arena Documentation		     q3map2(6)

NAME
       q3map2 - a quake 3 BSP compiler

SYNOPSIS
       q3map2 command [options] file

DESCRIPTION
       q3map2 is a BSP compiler for games based on the Quake III Arena engine.

COMMANDS
       The  command  specifies	the  operation q3map will perform on the given
       file. Only one command can be specified.

       -bsp   Compiles a .map file into a .bsp (binary space  partition)  file
	      for  use	with the Quake III Arena engine. It also writes a .prt
	      (portal information) file and a .srf (surface) file. This is the
	      default  command: if no command is given, -bsp is assumed.  This
	      command requires file to be a path to an uncompiled .map file.

       -vis   Creates visibility sets based on the portal file.	 This  command
	      requires	file  to be a path to a .map file, which has been pro‐
	      cessed with the -bsp command.

       -light Calculates lighting data.	 This command requires file  to	 be  a
	      path  to an uncompiled .map file.	 If the -light command is used
	      without additional options, less than desirable output  will  be
	      achieved.

       -convert
	      Converts	a  compiled  .bsp  to  another	format.	  This command
	      requires file to be a path to a compiled .bsp file.

       -export
	      Exports internal lightmaps from a compiled .bsp to external .tga
	      images.	This  command requires file to be a path to a compiled
	      .bsp file.

       -import
	      Imports external .tga  lightmaps	back  into  a  compiled	 .bsp.
	      Imported	lightmaps  will	 only  work on the unmodified BSP they
	      were exported from.  This command requires file to be a path  to
	      a compiled .bsp file.

       -info  Analyzes a compiled bsp and outputs information to the screen or
	      log.  This command requires file to be a path to a compiled .bsp
	      file.

       -scale factor
	      Scales  a compiled .bsp by the prescribed factor.	 For example a
	      factor of 0.25 will output a new .bsp that is 25% of the	origi‐
	      nal  .bsp's size, a factor of 2.0 will output a new .bsp that is
	      twice as large.  The scaled output is written to the maps subdi‐
	      rectory  of the game base directory.  This command requires file
	      to be a path to a compiled .bsp file.

OPTIONS
   General options
       The following options can be used with any command:

       -connect
	      Enables output of q3map2 logging to a remote host.

       -game game
	      Enables support for games other than Quake III Arena.   game  is
	      one of the following: quake3, wolf, et, etut, ef, jk2, ja, sof2,
	      tenebrae

       -fs_game modname
	      Enables support for game mods other than the basic game  defined
	      in your -game switch.

       -fs_basepath path
	      Required in order for q3map to use game data of games other than
	      Quake III Arena. path specifies the location of  the  game  base
	      directory.

       -v     Enables verbose mode. This is generally a good idea.

       -rename
	      Used  to	fix an issue with misc_model entities in SOF2. If your
	      misc_models show up unlit and completely black, use the  -rename
	      switch.

       -threads nbthreads
	      Specifies	 the  number  of  threads to be used during compiling.
	      q3map2 automatically detects the number  of  CPUs	 present,  and
	      sets  the	 threadcount  accordingly.  The -threads switch can be
	      used to override this behavior.

   Options for the -bsp command
       The following options can be used with the -bsp command:

       -custinfoparms
	      Enables custom surfaceparms for game mods without	 the  need  to
	      recompile	 q3map2	 itself.   Custom  surfaceparms	 are stored in
	      custinfoparms.txt, in the scripts subdirectory of the game  base
	      directory.

       -debuginset
	      Enables debugging of surface triangle insetting.

       -debugportals
	      Draws  the  portals  into the bsp as translucent polygons.  Omit
	      -vis and -light for the best -debugportals results.

       -debugsurfaces
	      Colors every surface a different color (very trippy).  Omit -vis
	      and -light for the best -debugsurfaces results.

       -fakemap
	      Creates  a  new .map file with a blank worldspawn entity and all
	      the world brushes from your original .map file.

       -flares
	      Used to generate coronas on light sources. Quake III Arena  does
	      not support flares, other more modern versions of the engine do.
	      This option is used in Raven games.

       -flat  Forces  all texture coordinates for a given surface to the pixel
	      that best fits the average color of the assigned texture.

       -fulldetail
	      Will cause all detail brushes to be  handled  as	if  they  were
	      structural.

       -leaktest
	      Will abort the compile if a leak is encountered.

       -meta  At  one  time, there was a clear definition as to what, exactly,
	      the -meta switch did. Now, it has become the magic  switch  that
	      is  required  for most of q3map2's advanced features. Always use
	      the -meta and -v options with the -bsp command.

       -mi maxindexcount
	       Sets the maximum per-surface index count to maxindexcount

       -mv maxvertexcount
	      Sets the maximum per-surface vertex count to maxvertexcount

       -nocurves
	       Will not compile patch meshes into the .bsp.

       -nodetail
	      Will not compile detail brushes into the .bsp.

       -nofog Will not compile fog brushes into the .bsp.

       -nohint
	      Will not compile hint brushes into the .bsp.

       -nosubdivide
	      Visible surfaces will not be split. TessSize is ignored.

       -notjunc
	      Will not fix T-Junctions. Using this option can cause  sparklies
	      and LOD cracks.

       -nowater
	      Will not compile liquid brushes into the .bsp.

       -np shadeangle
	      Forces  all planar shaders to become nonplanar with the shadean‐
	      gle specified.  shadeangle can range from 1 to 179.

       -onlyents
	      Only changes the entities in the compiled .bsp.	Needs  a  com‐
	      piled .bsp (as well as a .map) to act as a file-filter.

       -patchmeta
	      Creates  meta surfaces from patch meshes. This "bakes" a set LOD
	      into patches in your .bsp.

       -samplesize samplesize
	      Writes the samplesize parameter to the .srf surface  file.  This
	      will  affect the -light phase of the compile. A lower samplesize
	      value produces more sharply defined lightmaps.
	      The default samplesize is 16; a samplesize value of 4 produces a
	      very  high quality compile, suitable to call final. A samplesize
	      value of 1 would be total overkill, resulting in epochal compile
	      times and immensely bloated .bsp filesize.

       -skyfix
	      Enables fix for buggy GL_CLAMP behavior. Always use this.
	      Sidenote:	 The  bug  was	with nVidia drivers not distinguishing
	      between GL_CLAMP and GL_CLAMP_TO_EDGE, and Quake III Arena using
	      the  wrong one.  Since Quake III Arena development was done pre‐
	      dominantly on nVidia hardware, nobody noticed it until too late.

       -snap  Enables axial bevel plane snapping to reduce clipped model plane
	      count. Use with care.

       -texrange texelcount
	      Limits per-surface texel count to texelcount

       -verboseentities
	      Outputs  more information about compiling entity sub-models into
	      the .bsp file.

   Options for the -vis command
       The following options can be used with the -vis command:

       -fast  Only calculates rough visibility	data.  Quick  and  dirty,  not
	      actually useful for VIS purposes.

       -hint  Will  merge the bsp leaves (except for hint portals) before cal‐
	      culating the visiblity list.

       -merge Will merge the bsp  leaves  before  calculating  the  visibility
	      list.

       -nopassage
	      Disables	the  passage visiblity algorithm. Passage VIS is a bit
	      faster and tighter than the old algorithm.

       -nosort
	      Disables the sorting of portals by complexity. Sorting speeds up
	      visiblity calculations.

       -passageonly
	      Will use the passage visibility algorithm only.

       -nohint
	      Omits hint brushes from visibility calculations.

       -saveprt
	      Disables	the  automatic	deletion of the .prt portal file after
	      VIS finishes.

   Options for the -light command
       The following options can be used with the -light command:

       -areascalei scale
	      Scales up area (shader) lights  by  the  prescribed  factor.   A
	      scale  factor  of	 0.25 will result in area lights that are only
	      25% as bright as those in a .bsp compiled with a scale factor of
	      1.0.

       -approx tolerance
	      Approximates  lightmaps  within tolerance bytes.	-approx forces
	      simple surfaces without much shadow detail  to  be  vertex  lit,
	      thus  saving  lightmaps.	tolerance  ranges  from 0 to 255.  The
	      default is 0: no approximation.

       -border
	      Creates a debugging border around each lightmap.

       -bounce bounces
	      Calculating radiosity light through bounces bounces.

       -bouncegrid
	      Allows bounced light to affect the lightgrid.

       -bouncescale scale
	      Scales up radiosity lights by the prescribed scale factor.

       -cheap Stop calculating light on a sample after it exceeds  (255,  255,
	      255).  This may produce odd artifacts on maps with lots of satu‐
	      rated colored lighting.  Also, do not use cheap  with  radiosity
	      if you want to preserve all the emitted light.

       -cheapgrid
	      Stop  calculating	 light on a sample after it exceeds (255, 255,
	      255), but only for the lightgrid.

       -compensate value
	      Scales back lightmap values to  adjust  for  overbrighting  when
	      -gamma is used.  For Quake III Arena, a good compensate value is
	      4, though some experimentation may be needed  to	find  an  aes‐
	      thetic that suits your particular map.

       -cpma  Enables  full  vertex  lighting  including occlusion on all sur‐
	      faces, including	lightmapped.   Causes  incorrect  handling  of
	      -approx in Quake III Arena even with special shaders.

       -dark  Enables  darkening  of  lightmaps	 at brush/lightmap seams. Very
	      subtle.

       -debug Enables lightmap debugging.

       -debugaxis
	      Colors lightmaps based on their projection axis.

       -debugcluster
	      Colors lightmaps based on the PVS-cluster the luxel falls into.

       -debugorigin
	      Colors lightmaps based on the luxel origin relative to  the  raw
	      lightmap's bounding box.

       -debugunused
	      Colors unused luxels hot pink.

       -dirty Enables  ambient	occlusion  or  dirtmapping. Less-visible areas
	      such as cracks and crevices will become darker.  This  simulates
	      a dirty, grimy effect.

       -dirtdepth depth
	      Use  with	 -dirty.  Sets	maximum depth of occlusion checking in
	      game units.  The default depth is 128.

       -dirtmode mode
	      Use with -dirty. Controls the mode in which the dirtmap is  cal‐
	      culated.	Possible values for mode are:

	      0	     Uniform   mode,   generates   a  smooth  looking  dirtmap
		     (default).

	      1	     Noisy mode, generates a noisy dirtmap.

       -dirtscale scale
	      Use with -dirty. Scales up the  "darkness"  of  the  dirtmapping
	      effect by the prescribed factor.

       -dump  Dumps radiosity lights into numbered prefabs.

       -fast  Enables  light envelopes for area (shader) lights. This includes
	      radiosity lights.	 Results in a much  quicker  -light  compiles,
	      but  darkens  all	 enveloped  light sources considerably.	 Using
	      -fast is generally  a  good  idea,  since	 omiting  this	option
	      results in a huge increase in compile time.

       -fastbounce
	      Enables -fast style calculations, but only for radiosity lights.

       -faster
	      The  -faster  option  enables test mode light calculations. Very
	      fast, but produces poor results.	Use this option if you want  a
	      quick a test compile.

       -fastgrid
	      Enables -fast style calculations, but only for the lightgrid.

       -filter
	      Applies  a  gaussian  blur  to lightmaps, smoothing out shadows.
	      Sounds good in theory, but -filter doesn't play nice with a  lot
	      of  the  more interesting effects... don't use it.  Use -samples
	      instead.

       -gamma value
	      Use a prescribed gamma correction factor. The default  value  is
	      1.0.   Good values are in the 1.4-2.2 range, but this may depend
	      on the map and the game you are compiling it for.
	      Games that use r_overBrightBits and  r_mapOverBrightBits	(Quake
	      III  Arena,  most notably) will need those cvars disabled unless
	      -compensate is used accordingly.

       -lightmapsize size
	      Limits the lightmap size.

       -lomem Decreases memory usage at the cost of  increased	compile	 time.
	      If  you  are  getting safe_malloc errors, or just running out of
	      memory, try this option.

       -nocollapse
	      Disables collapsing of  identical	 lightmaps.   This  switch  is
	      required for Q3Map2 lightstyles.

       -nogrid
	      Disables calculation of the lightgrid.

       -normalmap
	      Colors lightmaps based on the facings of their vertex normals.

       -nosurf
	      Disables	the surface tracing of detail brushes and patch meshes
	      for shadow casting.

       -notrace
	      No light tracing is performed. As a result, no shadows  will  be
	      cast.

       -novertex
	      Disables the calculation of vertex lighting.

       -patchshadows
	      Enables the casting of shadows by patch meshes.

       -pointscale factor
	      Scales  up  point	 (entity)  lights  by  the  prescribed factor.
	      Default is 1.0.

       -samples value
	      Enables intelligent antialiasing of shadow edges	in  lightmaps.
	      A value of 2 both looks good and compiles quickly, while a value
	      of 3 looks great but compiles somewhat more slowly.

       -scale factor
	      Scales up all light sources by the prescribed factor. Default is
	      1.0.

       -shade Enables phong shading.

       -sky factor
	      Scales  up  all  sun/sky light sources by the prescribed factor.
	      Default is 1.0.

       -sunonly
	      Computes sun/sky light only, no other light sources.

       -super value
	      Enables arbitrarily ordered grid supersampling of lightmaps.

       -thresh threshhold
	      Sets the recursive triangle subdivision threshhold.  The thresh‐
	      hold range is 0.0 to 1.0.

   Options for the -convert command
       This  command  is  used to convert an existing .bsp file to a different
       format.	By default, q3map2 converts a compiled .bsp file into an  .ase
       model.  Other formats are available via the -format option.

       This  command  can  by  used  to decompile a .bsp file back into a .map
       file.  Most entities are lost, as is all texture alignment information.
       The  converted  output  is written to the maps subdirectory of the game
       base directory.

       It can also be used to convert a .bsp file from one game	 to  an	 other
       (the  other  game  is specified with the -game option). This feature is
       experimental.

       The following options can be used with the -convert command:

       -format format
	      Specify the output format for the -convert command.   format  is
	      one of the following: ase, map, quake3, wolf, et, etut, ef, jk2,
	      sof2, tenebrae

EXAMPLES
       BSP phase:
	      q3map2 -bsp -v -meta mymap.map

       VIS and LIGHT phases with test settings:
	      q3map2 -vis -v -saveprt -fast mymap.map
	      q3map2 -light -v -faster mymap.map

       VIS and LIGHT phases with final settings:
	      q3map2 -vis -v -saveprt mymap.map
	      q3map2 -light -fast -super 2 -bounce 6 mymap.map

       Convert a Wolfenstein: Enemy Territory .bsp file to a .map file:
	      q3map2 -game et -convert -format map etmap.bsp

HISTORY
       Q3Map2 started out as a bugfix for Q3Map, the original Quake 3 map com‐
       piler.  Q3Map was written by Id Software Inc.

AUTHOR
       The bicycle-riding, aids-fighting, wonder-coding superhero ydnar is the
       man behind q3map2. He is on the government's list of the 50 best people
       in the USA.

       The   text   for	 this  manpage	was  edited  and  converted  by	 Ingar
       (ingar@telenet.be)  from	 the   text   available	  at   http://en.wiki‐
       books.org/wiki/Q3Map2.

COPYRIGHT
       This  text  is  available under the terms of the GNU Free Documentation
       License.	  The  full  text  of	this   license	 can   be   found   at
       http://www.gnu.org/licenses/fdl.txt

SEE ALSO
       http://en.wikibooks.org/wiki/Q3Map2

q3map2 2.5.16		       18 september 2006		     q3map2(6)
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