From e3611620f599bd21dbdaf22920d1110f28b5025b Mon Sep 17 00:00:00 2001 From: Garux Date: Sun, 19 Oct 2025 09:10:00 +0500 Subject: [PATCH] clarify -nobouncestore description (doesn't store after normal light pass too) --- docs/Additional_map_compiler_features.htm | 620 ++++++------ docs/Additional_map_editor_features.htm | 472 ++++----- ...mplete_list_of_command_line_parameters.htm | 944 +++++++++--------- docs/Complete_list_of_entity_keys.htm | 532 +++++----- docs/Complete_list_of_shader_keywords.htm | 518 +++++----- docs/changelog-custom.txt | 2 +- tools/quake3/q3map2/help.cpp | 2 +- tools/quake3/q3map2/light.cpp | 2 +- 8 files changed, 1546 insertions(+), 1546 deletions(-) diff --git a/docs/Additional_map_compiler_features.htm b/docs/Additional_map_compiler_features.htm index d73d279b..c3e5c941 100644 --- a/docs/Additional_map_compiler_features.htm +++ b/docs/Additional_map_compiler_features.htm @@ -1,310 +1,310 @@ - - - - -NetRadiant - Additional map compiler features - Alientrap Development - - - - - - - - - - - - - - - - - -
- - - - -
- - -
- -
- - - - - - - - - -История -
- - - - - -
-

Additional map compiler features

- - -

The following features for use by mappers have been added in NetRadiant and thus are not documented elsewhere:

- -

Floodlighting

- - -

- - -

A very quick and dirty way to light a map is adding the following key to worldspawn:

- - -
-"_floodlight" "240 240 255 1024 128 1"
-

The parameters work as follow: the first three numbers select the color of the lighting. The fourth number sets a distance to trace, and the fifth number sets the intensity of the floodlight. - -

This lighting is somewhat similar to -dirty, combined with use of the ambient key in worldspawn.

- - -

This feature was contributed by the Urban Terror team.

- - -

Lightmap exposure

- - -

- - -

The q3map2 light compile parameter -exposure changes the handling of overbright pixels to look more realistic. Try values like -exposure 200! The higher the value, the darker the result gets.

- - -

It is most interesting if you intentionally put colored lights of a far too high light value in your map.

- - -

This feature was contributed by the Urban Terror team.

- - -

dotProductScale

- - - - - - - - - - - - - - - -
dotProduct dotProduct2 dotProductScale dotProduct2scale
- - - - -

The following shader parameters are added for use with terrain blending:

- - -
-q3map_alphagen dotProduct2scale ( X Y Z MIN MAX )
-
- -

As with dotProduct2, X Y Z denote the normal on the plane to use for dotProduct terrain blending. The values MIN and MAX specify a range of squared cosine values, so that MIN is mapped to alpha value 0, MAX is mapped to alpha value 1, and everything in between is mapped linearily.

- - -

If you prefer working with angles, you can set MIN to the squared cosine of the most steep angle of the blending, and MAX to the squared cosine of the most flat angle of the blending. Example:

- - -
-q3map_alphagen dotProduct2scale ( 0 0 1 0.250 0.933 )
-
- -

will set alpha value 0 for anything steeper than 60 degrees, and alpha value 1 for anything more flat than 15 degrees.

- - -

The same extension to dotProduct is called dotProductScale. Note that the MIN and MAX values are not squared there. You get a different curve with the same min/max angles by writing:

- - -
-q3map_alphagen dotProductScale ( 0 0 1 0.500 0.966 )
-
- -

Minimum sample size

- - -

The compiler option -minsamplesize in the BSP stage enforces a given minimum
sample size, even if shaders or func_groups set a lightmap scale. This allows
higher quality compiles of existing maps that use these features without having
to create extraordinarily large amounts of lightmaps, especially when using
external lightmaps.

- - -

Converting to ASE prefabs

- - -

Use -convert -format ase -shadersasbitmap for this purpose. That way, the
created ASE files work as prefabs, and thus contain shader names, instead of
texture file names. In a model editor, however, these ASE files will not show
up with textures, as modelling software does not support Q3 shaders.

- - -

Zero-effort cel shading

- - -

If you already have a cel shader (in Nexuiz, cel/black_ink), you can compile
the map using it easily by adding the option -celshader cel/black_ink to the
BSP stage.

- - -

MiniMap generator

- - -

- - -This version of the map compiler can generate minimaps as used by Nexuiz.
The specs of the minimap's texture mapping are: -
    -
  • Let M be the rectangle of the world's mins/maxs coordinates.
  • -
  • If keepaspect is set: let S be the smallest square completely covering M whose center matches the one of M. Otherwise, let S be M.
  • -
  • Let S' be S scaled by factor 1/(1-2*border) around the center of S.
  • -
  • The "mins" corner of S' corresponds to the top left corner of the image.
  • -
  • The "maxs" corner of S' corresponds to the bottom right corner of the image.
  • -
-
- - -
- -

floodlight.jpg - (7 КБ) - - - divVerent, Вт, 05 мая 2009, 13:26:00 -0400 - -

- -

exposure.jpg - (27.8 КБ) - - - divVerent, Вт, 05 мая 2009, 13:26:31 -0400 - -

- -

dotproduct-small.jpg - (25.9 КБ) - - - divVerent, Вт, 05 мая 2009, 13:29:00 -0400 - -

- -

dotproduct2-small.jpg - (24.2 КБ) - - - divVerent, Вт, 05 мая 2009, 13:29:36 -0400 - -

- -

dotproductscale-small.jpg - (23.3 КБ) - - - divVerent, Вт, 05 мая 2009, 13:29:54 -0400 - -

- -

dotproduct2scale-small.jpg - (22.8 КБ) - - - divVerent, Вт, 05 мая 2009, 13:30:08 -0400 - -

- -

minimap.jpg - (6.4 КБ) - - - divVerent, Вт, 05 мая 2009, 13:30:30 -0400 - -

- -
- - - - -

Экспортировать в - HTML - TXT -

- - - - - - - - -
-
-
- - - - -
- - - + + + + +NetRadiant - Additional map compiler features - Alientrap Development + + + + + + + + + + + + + + + + + +
+ + + + +
+ + +
+ +
+ + + + + + + + + +История +
+ + + + + +
+

Additional map compiler features

+ + +

The following features for use by mappers have been added in NetRadiant and thus are not documented elsewhere:

+ +

Floodlighting

+ + +

+ + +

A very quick and dirty way to light a map is adding the following key to worldspawn:

+ + +
+"_floodlight" "240 240 255 1024 128 1"
+

The parameters work as follow: the first three numbers select the color of the lighting. The fourth number sets a distance to trace, and the fifth number sets the intensity of the floodlight. + +

This lighting is somewhat similar to -dirty, combined with use of the ambient key in worldspawn.

+ + +

This feature was contributed by the Urban Terror team.

+ + +

Lightmap exposure

+ + +

+ + +

The q3map2 light compile parameter -exposure changes the handling of overbright pixels to look more realistic. Try values like -exposure 200! The higher the value, the darker the result gets.

+ + +

It is most interesting if you intentionally put colored lights of a far too high light value in your map.

+ + +

This feature was contributed by the Urban Terror team.

+ + +

dotProductScale

+ + + + + + + + + + + + + + + +
dotProduct dotProduct2 dotProductScale dotProduct2scale
+ + + + +

The following shader parameters are added for use with terrain blending:

+ + +
+q3map_alphagen dotProduct2scale ( X Y Z MIN MAX )
+
+ +

As with dotProduct2, X Y Z denote the normal on the plane to use for dotProduct terrain blending. The values MIN and MAX specify a range of squared cosine values, so that MIN is mapped to alpha value 0, MAX is mapped to alpha value 1, and everything in between is mapped linearily.

+ + +

If you prefer working with angles, you can set MIN to the squared cosine of the most steep angle of the blending, and MAX to the squared cosine of the most flat angle of the blending. Example:

+ + +
+q3map_alphagen dotProduct2scale ( 0 0 1 0.250 0.933 )
+
+ +

will set alpha value 0 for anything steeper than 60 degrees, and alpha value 1 for anything more flat than 15 degrees.

+ + +

The same extension to dotProduct is called dotProductScale. Note that the MIN and MAX values are not squared there. You get a different curve with the same min/max angles by writing:

+ + +
+q3map_alphagen dotProductScale ( 0 0 1 0.500 0.966 )
+
+ +

Minimum sample size

+ + +

The compiler option -minsamplesize in the BSP stage enforces a given minimum
sample size, even if shaders or func_groups set a lightmap scale. This allows
higher quality compiles of existing maps that use these features without having
to create extraordinarily large amounts of lightmaps, especially when using
external lightmaps.

+ + +

Converting to ASE prefabs

+ + +

Use -convert -format ase -shadersasbitmap for this purpose. That way, the
created ASE files work as prefabs, and thus contain shader names, instead of
texture file names. In a model editor, however, these ASE files will not show
up with textures, as modelling software does not support Q3 shaders.

+ + +

Zero-effort cel shading

+ + +

If you already have a cel shader (in Nexuiz, cel/black_ink), you can compile
the map using it easily by adding the option -celshader cel/black_ink to the
BSP stage.

+ + +

MiniMap generator

+ + +

+ + +This version of the map compiler can generate minimaps as used by Nexuiz.
The specs of the minimap's texture mapping are: +
    +
  • Let M be the rectangle of the world's mins/maxs coordinates.
  • +
  • If keepaspect is set: let S be the smallest square completely covering M whose center matches the one of M. Otherwise, let S be M.
  • +
  • Let S' be S scaled by factor 1/(1-2*border) around the center of S.
  • +
  • The "mins" corner of S' corresponds to the top left corner of the image.
  • +
  • The "maxs" corner of S' corresponds to the bottom right corner of the image.
  • +
+
+ + +
+ +

floodlight.jpg + (7 КБ) + + + divVerent, Вт, 05 мая 2009, 13:26:00 -0400 + +

+ +

exposure.jpg + (27.8 КБ) + + + divVerent, Вт, 05 мая 2009, 13:26:31 -0400 + +

+ +

dotproduct-small.jpg + (25.9 КБ) + + + divVerent, Вт, 05 мая 2009, 13:29:00 -0400 + +

+ +

dotproduct2-small.jpg + (24.2 КБ) + + + divVerent, Вт, 05 мая 2009, 13:29:36 -0400 + +

+ +

dotproductscale-small.jpg + (23.3 КБ) + + + divVerent, Вт, 05 мая 2009, 13:29:54 -0400 + +

+ +

dotproduct2scale-small.jpg + (22.8 КБ) + + + divVerent, Вт, 05 мая 2009, 13:30:08 -0400 + +

+ +

minimap.jpg + (6.4 КБ) + + + divVerent, Вт, 05 мая 2009, 13:30:30 -0400 + +

+ +
+ + + + +

Экспортировать в + HTML + TXT +

+ + + + + + + + +
+
+
+ + + + +
+ + + diff --git a/docs/Additional_map_editor_features.htm b/docs/Additional_map_editor_features.htm index e38f2221..6e871d6b 100644 --- a/docs/Additional_map_editor_features.htm +++ b/docs/Additional_map_editor_features.htm @@ -1,236 +1,236 @@ - - - - -NetRadiant - Additional map editor features - Alientrap Development - - - - - - - - - - - - - - - - - -
- - - - -
- - -
- -
- - - - - - - - - -История -
- - - - - -
-

Additional map editor features

- - -

The following features were added to the map editor:

- - -

OBJ model format

- - -

OBJ files can be used as models, and texture information is taken from their associated MTL file.

- - -

In Blender, make sure "use material groups" is enabled when exporting.

- - -

Expand selection to whole entities

- - -

Ctrl-Alt-E now selects the parent entity, too. Useful for duplicating the entity, as opposed to just its brushes.

- - -

Targeting lines

- - -

Targeting lines are also shown for target2, target3, target4 and killtarget keys to match usage in Nexuiz.

- - -

Non-modal Rotate and Scale dialogs

- - -

Rotate and Scale dialogs are no longer modal, so you can keep the dialog open and e.g. change the selection and then apply another rotation.

- - -

Four-pane view improvement

- - -

In the four-pane view, Ctrl-Tab now centers all three 2D views to the currently selected entity, so you do not need to hold Shift too.

- - -

Strafe mode

- - -

The option "Strafe mode" can be changed to select the strafing behaviour: default mode "Both" matches GtkRadiant 1.5: Ctrl enables sideways strafing, Shift-Ctrl enables forward moving. The other modes allow to switch between one of these two behaviours permanently, so Shift-Ctrl can be used to select faces while moving around in the 3D view.

- - -

Regrouping entities

- - -

When having a brush of an entity selected, this command removes that brush from the entity and puts it in worldspawn. When having a brush and an entity selected, it puts the brush into that entity (note: do this in the entity list or using the Ctrl-Alt-E bind "Expand selection to whole entities" to make sure that the entity, and not just one of its brushes, is selected). That way, you can insert/remove brushes from entities without having to retype all entity keys or redoing the brushwork.

- - -

Clone selection change

- - -

"Clone selection" (space) no longer changes targetname/target of entities, so you can clone to create many entities to target one. If you want to change targetname/target when cloning like Radiant did before, use Shift+Space.

- - -

The clip line

- - -

- - -

The clip tool shows an extra line pointing in the direction of what's getting erased when you hit Enter. That way, the mistake of accidentally deleting the wrong half when clipping can be avoided.

- - -

Automatic game configuration

- - -

NetRadiant detects being inside a Q2World or Nexuiz install, and automatically configures its engine path to it. Other games can be easily added to the list.

- - -

Editable keyboard shortcuts

- - -

The Help/Keyboard shortcuts dialog now allows changing the shortcuts, so you can e.g. enable previously unbound features.

- - -

Portable NetRadiant

- - -

If you create a subdirectory called settings in your Radiant install, the install becomes "portable", that means it'll write its settings there, and not in a user-specific directory. Useful to take Radiant together with its settings with you on an USB stick.

- - -

Makes especially much sense in conjunction with automatic game configuration.

-
- - -
- -

clipline-small.png - (1.8 КБ) - - - divVerent, Вт, 05 мая 2009, 13:13:56 -0400 - -

- -

clipline.png - (400.6 КБ) - - - divVerent, Вт, 05 мая 2009, 13:14:57 -0400 - -

- -
- - - - -

Экспортировать в - HTML - TXT -

- - - - - - - - -
-
-
- - - - -
- - - + + + + +NetRadiant - Additional map editor features - Alientrap Development + + + + + + + + + + + + + + + + + +
+ + + + +
+ + +
+ +
+ + + + + + + + + +История +
+ + + + + +
+

Additional map editor features

+ + +

The following features were added to the map editor:

+ + +

OBJ model format

+ + +

OBJ files can be used as models, and texture information is taken from their associated MTL file.

+ + +

In Blender, make sure "use material groups" is enabled when exporting.

+ + +

Expand selection to whole entities

+ + +

Ctrl-Alt-E now selects the parent entity, too. Useful for duplicating the entity, as opposed to just its brushes.

+ + +

Targeting lines

+ + +

Targeting lines are also shown for target2, target3, target4 and killtarget keys to match usage in Nexuiz.

+ + +

Non-modal Rotate and Scale dialogs

+ + +

Rotate and Scale dialogs are no longer modal, so you can keep the dialog open and e.g. change the selection and then apply another rotation.

+ + +

Four-pane view improvement

+ + +

In the four-pane view, Ctrl-Tab now centers all three 2D views to the currently selected entity, so you do not need to hold Shift too.

+ + +

Strafe mode

+ + +

The option "Strafe mode" can be changed to select the strafing behaviour: default mode "Both" matches GtkRadiant 1.5: Ctrl enables sideways strafing, Shift-Ctrl enables forward moving. The other modes allow to switch between one of these two behaviours permanently, so Shift-Ctrl can be used to select faces while moving around in the 3D view.

+ + +

Regrouping entities

+ + +

When having a brush of an entity selected, this command removes that brush from the entity and puts it in worldspawn. When having a brush and an entity selected, it puts the brush into that entity (note: do this in the entity list or using the Ctrl-Alt-E bind "Expand selection to whole entities" to make sure that the entity, and not just one of its brushes, is selected). That way, you can insert/remove brushes from entities without having to retype all entity keys or redoing the brushwork.

+ + +

Clone selection change

+ + +

"Clone selection" (space) no longer changes targetname/target of entities, so you can clone to create many entities to target one. If you want to change targetname/target when cloning like Radiant did before, use Shift+Space.

+ + +

The clip line

+ + +

+ + +

The clip tool shows an extra line pointing in the direction of what's getting erased when you hit Enter. That way, the mistake of accidentally deleting the wrong half when clipping can be avoided.

+ + +

Automatic game configuration

+ + +

NetRadiant detects being inside a Q2World or Nexuiz install, and automatically configures its engine path to it. Other games can be easily added to the list.

+ + +

Editable keyboard shortcuts

+ + +

The Help/Keyboard shortcuts dialog now allows changing the shortcuts, so you can e.g. enable previously unbound features.

+ + +

Portable NetRadiant

+ + +

If you create a subdirectory called settings in your Radiant install, the install becomes "portable", that means it'll write its settings there, and not in a user-specific directory. Useful to take Radiant together with its settings with you on an USB stick.

+ + +

Makes especially much sense in conjunction with automatic game configuration.

+
+ + +
+ +

clipline-small.png + (1.8 КБ) + + + divVerent, Вт, 05 мая 2009, 13:13:56 -0400 + +

+ +

clipline.png + (400.6 КБ) + + + divVerent, Вт, 05 мая 2009, 13:14:57 -0400 + +

+ +
+ + + + +

Экспортировать в + HTML + TXT +

+ + + + + + + + +
+
+
+ + + + +
+ + + diff --git a/docs/Complete_list_of_command_line_parameters.htm b/docs/Complete_list_of_command_line_parameters.htm index 9635aaca..a8984fb9 100644 --- a/docs/Complete_list_of_command_line_parameters.htm +++ b/docs/Complete_list_of_command_line_parameters.htm @@ -1,472 +1,472 @@ - - - - -NetRadiant - Complete list of command line parameters - Alientrap Development - - - - - - - - - - - - - - - - - -
- - - - -
- - -
- -
- - - - - - - - - -История -
- - - - - -
-

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 crash. Also enables decompilation of model autoclip brushes.
  • -
  • -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 extra game directory name to additionally load mod's resources from at higher priority (by default for Q3A 'baseq3' is loaded, -fs_game cpma will also load 'cpma'; can be used more than once)
  • -
  • -fs_basegame gamename: Overrides default game directory name (e.g. Q3A uses 'baseq3', OpenArena 'baseoa', so -game quake3 -fs_basegame baseoa for OA )
  • -
  • -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_pakpath path: Specify a package directory (can be used more than once to look in multiple paths)
  • -
  • -game gamename: Load settings for the given game (default: quake3), -help -game lists available games
  • -
  • -maxmapdrawsurfs N: Sets max amount of mapDrawSurfs, used during .map compilation (-bsp, -convert), default = 131072
  • -
  • -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)
  • -
  • -autocaulk: Only output special .caulk file for use by radiant
  • -
  • -celshader shadername: Sets a global cel shader name
  • -
  • -clipdepth F: Model autoclip brushes thickness, default = 2
  • -
  • -custinfoparms: Read scripts/custinfoparms.txt
  • -
  • -debugclip: Make model autoclip brushes visible, using shaders debugclip, debugclip2
  • -
  • -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
  • -
  • -flat: Enable flat shading (good for combining with -celshader)
  • -
  • -fulldetail: Treat detail brushes as structural ones
  • -
  • -globalflag surfaceparm: Add surface flag to every bsp shader. Reusable, e.g. -globalflag slick -globalflag nodamage.
  • -
  • -keeplights: Keep light entities in the BSP file after compile
  • -
  • -keepmodels: Keep misc_model entities in the BSP file after compile
  • -
  • -leaktest: Abort if a leak was found
  • -
  • -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
  • -
  • -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.
  • -
  • -nobrushsnap: Disable brush vertices snapping
  • -
  • -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
  • -
  • -noob: Assign surfaceparm noob to all map surfaces (Q3A:Defrag mod no-overbounces flag)
  • -
  • -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)
  • -
  • -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
  • -
  • -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
  • -
  • -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
  • -
  • -hint: Merge all but hint portals
  • -
  • -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)
  • -
  • -v -v: Extra verbose mode for cluster debug
  • -
- - -

LIGHT stage

-
    -
  • -light ... filename.map: Switch that enters this stage
  • -
  • -approx N: Vertex light approximation tolerance (never use in conjunction with deluxemapping)
  • -
  • -areascale F, -area F: Scaling factor for area lights (surfacelight)
  • -
  • -backsplash Fscale Fdistance: scale area lights backsplash fraction + set distance globally; (distance < -900 to omit distance setting); default = 1 23; real area lights have no backsplash (scale = 0); q3map_backsplash shader keyword overrides this setting
  • -
  • -border: Add a red border to lightmaps for debugging
  • -
  • -bouncecolorratio F: 0..1 ratio of colorizing light sample by texture
  • -
  • -bouncegrid: Also compute radiosity on the light grid
  • -
  • -bounceonly: Only compute radiosity
  • -
  • -bouncescale F: Scaling factor for radiosity
  • -
  • -bounce N: Maximal number of bounces for radiosity
  • -
  • -brightness F: Scaling factor for resulting lightmaps brightness
  • -
  • -cheapgrid: Use -cheap style lighting for light grid
  • -
  • -cheap: Abort vertex light calculations when white is reached
  • -
  • -compensate F: Lightmap compensate (darkening factor applied after everything else)
  • -
  • -contrast F: -255 .. 255 lighting contrast, default = 0
  • -
  • -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
  • -
  • -debugsamplesize: display all of 'surface too large for desired samplesize+lightmapsize' warnings
  • -
  • -debugsurfaces, -debugsurface: Color the lightmaps according to the index of the surface
  • -
  • -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
  • -
  • -extlmhacksize N or N N: External lightmaps hack size: similar to -lightmapsize N: Size of lightmaps to generate (must be a power of two), but instead of native external lightmaps enables hack to reference them in autogenerated shader (for vanilla Q3 etc)
  • -
  • -extradist F: Extra distance for lights in map units
  • -
  • -extravisnudge: Broken feature to nudge the luxel origin to a better vis cluster
  • -
  • -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
  • -
  • -fill: Fill lightmap colors from surrounding pixels to improve JPEG compression
  • -
  • -fillpink: Fill unoccupied lightmap pixels with pink colour
  • -
  • -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
  • -
  • -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: Restricted lightmap searching - block size
  • -
  • -lightmapsearchpower N: Restricted lightmap searching - merge power
  • -
  • -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
  • -
  • -nobouncestore: Do not store BSP, lightmap and shader files between bounces
  • -
  • -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)
  • -
  • -nolm: Skip lightmaps calculation
  • -
  • -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; optional (0..1) value sets constant vertex light globally
  • -
  • -onesky: Fallback to old behavior: any sky emits total of all suns/skylights in the map
  • -
  • -patchshadows: Cast shadows from patches
  • -
  • -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
  • -
  • -saturation F: Lighting saturation: default = 1, > 1 = saturate, 0 = grayscale, < 0 = complementary colors
  • -
  • -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
  • -
  • -slowallocate: Use old (a bit more careful, but much slower) lightmaps packing algorithm
  • -
  • -sphericalscale F, -spherical F: Scaling factor for spherical point light entities
  • -
  • -spotscale F, -spot F: Scaling factor for spot point light entities
  • -
  • -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
  • -
  • -thresh F: Triangle subdivision threshold
  • -
  • -trianglecheck: Broken check that should ensure luxels apply to the right triangle
  • -
  • -trisoup: Convert brush faces to triangle soup
  • -
  • -vertexscale F: Scaling factor for resulting vertex light values
  • -
  • -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
  • -
  • -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)
  • -
  • -fast: fast bsp to map conversion mode (without texture alignments)
  • -
  • -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)
  • -
- - -

Exporting lightmaps

-
    -
  • -export filename.bsp: Copies lightmaps from the BSP to filename/lightmap_NNNN.tga
  • -
- - -

Importing lightmaps

-
    -
  • -import filename.bsp: Copies lightmaps from filename/lightmap_NNNN.tga into the BSP
  • -
- - -

Exporting entities

-
    -
  • -exportents filename.bsp: Exports the entities to a text file (.ent)
  • -
- - -

Fixing AAS checksum

-
    -
  • -fixaas filename.bsp: Writes BSP checksum to AAS file, so that it's accepted as valid by engine
  • -
- - -

Get info about BSP file

-
    -
  • -info filename.bsp .. filenameN.bsp: Switch that enters this mode
  • -
- - -

MiniMap

-
    -
  • -minimap ... 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)
  • -
  • -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
  • -
- - -

BSP Scaling

-
    -
  • -scale [options] S filename.bsp: Scale uniformly
  • -
  • -scale [options] SX SY SZ filename.bsp: Scale non-uniformly
  • -
  • -tex: Option to scale without texture lock
  • -
  • -spawn_ref F: Option to vertically offset info_player_* entities (adds spawn_ref, scales, subtracts spawn_ref)
  • -
- - -

BSP Shift

-
    -
  • -shift S filename.bsp: Shift uniformly
  • -
  • -shift SX SY SZ filename.bsp: Shift non-uniformly
  • -
- - -

PK3 creation

-
    -
  • -pk3 ... filename.bsp .. filenameN.bsp: Creates a pk3 for the BSP(s) (complete Q3 support). Using file 'gamename.exclude' to exclude vanilla game resources.
  • -
  • -complevel N: Set compression level (-1 .. 10); 0 = uncompressed, -1 = 6, 10 = ultra zlib incompatible preset
  • -
  • -dbg: Print wall of debug text, useful for .exclude file creation
  • -
  • -png: include png textures, at highest priority; taking tga, jpg by default
  • -
- - -

Maps repack creation

-
    -
  • -repack ... filename.bsp .. filenameN.bsp or filenames.txt: Creates repack of BSP(s) (complete Q3 support). Rips off only used shaders to new shader file. Using file 'gamename.exclude' to exclude vanilla game resources and 'repack.exclude' to exclude resources of existing repack.
  • -
  • -analyze: Only print bsp resource references and exit
  • -
  • -complevel N: Set compression level (-1 .. 10); 0 = uncompressed, -1 = 6, 10 = ultra zlib incompatible preset
  • -
  • -dbg: Print wall of debug text
  • -
  • -png: include png textures, at highest priority; taking tga, jpg by default
  • -
- - -

BSP json export/import

-
    -
  • -json ... filename.bsp: Export/import BSP to/from json text files for debugging and editing purposes
  • -
  • -unpack: Unpack BSP to json
  • -
  • -pack: Pack json to BSP
  • -
  • -useflagnames: While packing, deduce surface/content flag values from their names in shaders.json (useful for conversion to a game with different flag values)
  • -
  • -skipflags: While -useflagnames, skip unknown flag names
  • -
-
- - -

BSP merge

-
    -
  • -mergebsp ... mainBsp.bsp bspToinject.bsp: Inject latter BSP to former. Tree and vis data of the main one are preserved.
  • -
  • -fixnames: Make incoming BSP target/targetname names unique to not collide with existing names
  • -
  • -world: Also merge worldspawn model (brushes as if they were detail, no BSP tree is affected) (only merges entities by default)
  • -
-
- - - - - - -

Экспортировать в - HTML - TXT -

- - - - - - - - -
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- - - - - - - - + + + + +NetRadiant - Complete list of command line parameters - Alientrap Development + + + + + + + + + + + + + + + + + +
+ + + + +
+ + +
+ +
+ + + + + + + + + +История +
+ + + + + +
+

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 crash. Also enables decompilation of model autoclip brushes.
  • +
  • -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 extra game directory name to additionally load mod's resources from at higher priority (by default for Q3A 'baseq3' is loaded, -fs_game cpma will also load 'cpma'; can be used more than once)
  • +
  • -fs_basegame gamename: Overrides default game directory name (e.g. Q3A uses 'baseq3', OpenArena 'baseoa', so -game quake3 -fs_basegame baseoa for OA )
  • +
  • -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_pakpath path: Specify a package directory (can be used more than once to look in multiple paths)
  • +
  • -game gamename: Load settings for the given game (default: quake3), -help -game lists available games
  • +
  • -maxmapdrawsurfs N: Sets max amount of mapDrawSurfs, used during .map compilation (-bsp, -convert), default = 131072
  • +
  • -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)
  • +
  • -autocaulk: Only output special .caulk file for use by radiant
  • +
  • -celshader shadername: Sets a global cel shader name
  • +
  • -clipdepth F: Model autoclip brushes thickness, default = 2
  • +
  • -custinfoparms: Read scripts/custinfoparms.txt
  • +
  • -debugclip: Make model autoclip brushes visible, using shaders debugclip, debugclip2
  • +
  • -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
  • +
  • -flat: Enable flat shading (good for combining with -celshader)
  • +
  • -fulldetail: Treat detail brushes as structural ones
  • +
  • -globalflag surfaceparm: Add surface flag to every bsp shader. Reusable, e.g. -globalflag slick -globalflag nodamage.
  • +
  • -keeplights: Keep light entities in the BSP file after compile
  • +
  • -keepmodels: Keep misc_model entities in the BSP file after compile
  • +
  • -leaktest: Abort if a leak was found
  • +
  • -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
  • +
  • -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.
  • +
  • -nobrushsnap: Disable brush vertices snapping
  • +
  • -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
  • +
  • -noob: Assign surfaceparm noob to all map surfaces (Q3A:Defrag mod no-overbounces flag)
  • +
  • -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)
  • +
  • -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
  • +
  • -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
  • +
  • -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
  • +
  • -hint: Merge all but hint portals
  • +
  • -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)
  • +
  • -v -v: Extra verbose mode for cluster debug
  • +
+ + +

LIGHT stage

+
    +
  • -light ... filename.map: Switch that enters this stage
  • +
  • -approx N: Vertex light approximation tolerance (never use in conjunction with deluxemapping)
  • +
  • -areascale F, -area F: Scaling factor for area lights (surfacelight)
  • +
  • -backsplash Fscale Fdistance: scale area lights backsplash fraction + set distance globally; (distance < -900 to omit distance setting); default = 1 23; real area lights have no backsplash (scale = 0); q3map_backsplash shader keyword overrides this setting
  • +
  • -border: Add a red border to lightmaps for debugging
  • +
  • -bouncecolorratio F: 0..1 ratio of colorizing light sample by texture
  • +
  • -bouncegrid: Also compute radiosity on the light grid
  • +
  • -bounceonly: Only compute radiosity
  • +
  • -bouncescale F: Scaling factor for radiosity
  • +
  • -bounce N: Maximal number of bounces for radiosity
  • +
  • -brightness F: Scaling factor for resulting lightmaps brightness
  • +
  • -cheapgrid: Use -cheap style lighting for light grid
  • +
  • -cheap: Abort vertex light calculations when white is reached
  • +
  • -compensate F: Lightmap compensate (darkening factor applied after everything else)
  • +
  • -contrast F: -255 .. 255 lighting contrast, default = 0
  • +
  • -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
  • +
  • -debugsamplesize: display all of 'surface too large for desired samplesize+lightmapsize' warnings
  • +
  • -debugsurfaces, -debugsurface: Color the lightmaps according to the index of the surface
  • +
  • -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
  • +
  • -extlmhacksize N or N N: External lightmaps hack size: similar to -lightmapsize N: Size of lightmaps to generate (must be a power of two), but instead of native external lightmaps enables hack to reference them in autogenerated shader (for vanilla Q3 etc)
  • +
  • -extradist F: Extra distance for lights in map units
  • +
  • -extravisnudge: Broken feature to nudge the luxel origin to a better vis cluster
  • +
  • -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
  • +
  • -fill: Fill lightmap colors from surrounding pixels to improve JPEG compression
  • +
  • -fillpink: Fill unoccupied lightmap pixels with pink colour
  • +
  • -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
  • +
  • -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: Restricted lightmap searching - block size
  • +
  • -lightmapsearchpower N: Restricted lightmap searching - merge power
  • +
  • -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
  • +
  • -nobouncestore: Store BSP, lightmap and shader files only once after last bounce
  • +
  • -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)
  • +
  • -nolm: Skip lightmaps calculation
  • +
  • -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; optional (0..1) value sets constant vertex light globally
  • +
  • -onesky: Fallback to old behavior: any sky emits total of all suns/skylights in the map
  • +
  • -patchshadows: Cast shadows from patches
  • +
  • -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
  • +
  • -saturation F: Lighting saturation: default = 1, > 1 = saturate, 0 = grayscale, < 0 = complementary colors
  • +
  • -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
  • +
  • -slowallocate: Use old (a bit more careful, but much slower) lightmaps packing algorithm
  • +
  • -sphericalscale F, -spherical F: Scaling factor for spherical point light entities
  • +
  • -spotscale F, -spot F: Scaling factor for spot point light entities
  • +
  • -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
  • +
  • -thresh F: Triangle subdivision threshold
  • +
  • -trianglecheck: Broken check that should ensure luxels apply to the right triangle
  • +
  • -trisoup: Convert brush faces to triangle soup
  • +
  • -vertexscale F: Scaling factor for resulting vertex light values
  • +
  • -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
  • +
  • -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)
  • +
  • -fast: fast bsp to map conversion mode (without texture alignments)
  • +
  • -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)
  • +
+ + +

Exporting lightmaps

+
    +
  • -export filename.bsp: Copies lightmaps from the BSP to filename/lightmap_NNNN.tga
  • +
+ + +

Importing lightmaps

+
    +
  • -import filename.bsp: Copies lightmaps from filename/lightmap_NNNN.tga into the BSP
  • +
+ + +

Exporting entities

+
    +
  • -exportents filename.bsp: Exports the entities to a text file (.ent)
  • +
+ + +

Fixing AAS checksum

+
    +
  • -fixaas filename.bsp: Writes BSP checksum to AAS file, so that it's accepted as valid by engine
  • +
+ + +

Get info about BSP file

+
    +
  • -info filename.bsp .. filenameN.bsp: Switch that enters this mode
  • +
+ + +

MiniMap

+
    +
  • -minimap ... 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)
  • +
  • -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
  • +
+ + +

BSP Scaling

+
    +
  • -scale [options] S filename.bsp: Scale uniformly
  • +
  • -scale [options] SX SY SZ filename.bsp: Scale non-uniformly
  • +
  • -tex: Option to scale without texture lock
  • +
  • -spawn_ref F: Option to vertically offset info_player_* entities (adds spawn_ref, scales, subtracts spawn_ref)
  • +
+ + +

BSP Shift

+
    +
  • -shift S filename.bsp: Shift uniformly
  • +
  • -shift SX SY SZ filename.bsp: Shift non-uniformly
  • +
+ + +

PK3 creation

+
    +
  • -pk3 ... filename.bsp .. filenameN.bsp: Creates a pk3 for the BSP(s) (complete Q3 support). Using file 'gamename.exclude' to exclude vanilla game resources.
  • +
  • -complevel N: Set compression level (-1 .. 10); 0 = uncompressed, -1 = 6, 10 = ultra zlib incompatible preset
  • +
  • -dbg: Print wall of debug text, useful for .exclude file creation
  • +
  • -png: include png textures, at highest priority; taking tga, jpg by default
  • +
+ + +

Maps repack creation

+
    +
  • -repack ... filename.bsp .. filenameN.bsp or filenames.txt: Creates repack of BSP(s) (complete Q3 support). Rips off only used shaders to new shader file. Using file 'gamename.exclude' to exclude vanilla game resources and 'repack.exclude' to exclude resources of existing repack.
  • +
  • -analyze: Only print bsp resource references and exit
  • +
  • -complevel N: Set compression level (-1 .. 10); 0 = uncompressed, -1 = 6, 10 = ultra zlib incompatible preset
  • +
  • -dbg: Print wall of debug text
  • +
  • -png: include png textures, at highest priority; taking tga, jpg by default
  • +
+ + +

BSP json export/import

+
    +
  • -json ... filename.bsp: Export/import BSP to/from json text files for debugging and editing purposes
  • +
  • -unpack: Unpack BSP to json
  • +
  • -pack: Pack json to BSP
  • +
  • -useflagnames: While packing, deduce surface/content flag values from their names in shaders.json (useful for conversion to a game with different flag values)
  • +
  • -skipflags: While -useflagnames, skip unknown flag names
  • +
+
+ + +

BSP merge

+
    +
  • -mergebsp ... mainBsp.bsp bspToinject.bsp: Inject latter BSP to former. Tree and vis data of the main one are preserved.
  • +
  • -fixnames: Make incoming BSP target/targetname names unique to not collide with existing names
  • +
  • -world: Also merge worldspawn model (brushes as if they were detail, no BSP tree is affected) (only merges entities by default)
  • +
+
+ + + + + + +

Экспортировать в + HTML + TXT +

+ + + + + + + + +
+
+
+ + + + + + + + diff --git a/docs/Complete_list_of_entity_keys.htm b/docs/Complete_list_of_entity_keys.htm index d049c33f..224528fd 100644 --- a/docs/Complete_list_of_entity_keys.htm +++ b/docs/Complete_list_of_entity_keys.htm @@ -1,266 +1,266 @@ - - - - -NetRadiant - Complete list of entity keys - Alientrap Development - - - - - - - - - - - - - - - - - -
- - - - -
- - -
- -
- - - - - - - - - -История -
- - - - - -
-

Complete list of entity keys

- - -
    -
  • On all entities -
      -
    • angle: shorthand for just setting the yaw angle
    • -
    • angles: angles vector
    • -
    • origin: origin vector
    • -
    • targetname: name of the entity so it can be referenced by target keys.
    • -
    -
  • -
  • On brush entities, classname func_group and classname misc_model: -
      -
    • _castShadows, _cs: sets whether the entity casts shadows
    • -
    • _celshader: CelShader to use
    • -
    • _lightmapsamplesize, _samplesize, _ss: sample size to use for surfaces of this entity
    • -
    • _receiveShadows, _rs: sets whether the entity receives shadows
    • -
    • _shadeangle, _smoothnormals, _sn, _sa, _smooth: largest angle between faces to allow to treat them part of the same nonplanar surface
    • -
    • lightmapscale, _lightmapscale, _ls: scaling factor for the lightmap resolution
    • -
    -
  • -
  • On brush entities and on classname func_group: -
      -
    • _indexmap, alphamap: file name of index map image for terrain blending
    • -
    • _layers, layers: number of layers of the index map image (encoded as brightness levels)
    • -
    • _offsets, offsets: space separated list of z offsets for index map
    • -
    • _shader, shader: shader name prefix of the index map (when this is set to X, the shader names that are generated will be like textures/X_42 and textures/X_23to42
    • -
    -
  • -
  • On brush entities -
      -
    • _clone, _ins, _instance: _clonename field value of a brush entity to clone brushes from (can be used to use the same brush model multiple times)
    • -
    • _clonename: see _clone
    • -
    • _patchMeta, patchMeta: generate a triangle soup from patches in this entity
    • -
    • _patchQuality, patchQuality: quality multiplier for patches on this surface when _patchMeta is used
    • -
    • _patchSubdivide, patchSubdivide: absolute quality setting for patches on this surface when _patchMeta is used
    • -
    • max: override the maxs vector of this brush entity
    • -
    • min: override the mins vector of this brush entity
    • -
    -
  • -
  • On classname worldspawn -
      -
    • _ambient, ambient: amount of ambient light
    • -
    • _blocksize, blocksize, chopsize: block size for unconditional BSP subdivisions
    • -
    • _color: color to use for _ambient, _minlight, _minvertexlight, _mingridlight
    • -
    • _farplanedist, fogclip, distancecull: far plane distance for vis culling -- this must be the shortest distance at which nothing can be seen any more due to fog; o/r/e value suffixes enable Origin2Origin/Radius+Radius/Exact distance measuring modes respectively
    • -
    • _floodlight: a sextet of values "r g b dist intensity directional_power" to set global floodlight parameters (good defaults are 240 240 255 1024 128 1)
    • -
    • _fog, fog: if set, the whole map is fogged using the given shader name; only for engines, supporting this, e.g. ET
    • -
    • _foghull: must be set to a sky shader without textures/ prefix when _farplanedist is used to avoid HoM effect
    • -
    • _ignoreleaks, ignoreleaks: when set, no leak test is performed
    • -
    • _keepLights: if set, light entities are not stripped from the BSP file when compiling
    • -
    • _keepModels: if set, misc_model entities are not stripped from the BSP file when compiling
    • -
    • _maxlight: amount of maximum light
    • -
    • _mingridlight: amount of minimum grid light
    • -
    • _minlight: amount of minimum light
    • -
    • _minvertexlight: amount of minimum vertex light
    • -
    • _noshadersun: if set, sun light from shaders is suppressed
    • -
    • _q3map_cmdline: written by q3map2; contains the command line the map was compiled with
    • -
    • _q3map_version: written by q3map2; contains the version of q3map2 the map was compiled with
    • -
    • _style42alphagen: |alphaGen|-like shader definition string for light style 42 (works the same way for all style numbers)
    • -
    • _style42rgbgen: |rgbGen|-like shader definition string for light style 42 (works the same way for all style numbers)
    • -
    • gridsize: N N N resolution of the light grid
    • -
    -
  • -
  • On classname light and classname lightJunior -
      -
    • Note: lightJunior entities only affect the light grid.
    • -
    • _anglescale: scales angle attenuation
    • -
    • _color: color of the light
    • -
    • _deviance, _deviation, _jitter: position deviance of the samples of a regular light (distributes the light samples in a cube of side length 2*_deviance around the origin), or angle deviance of the sun light samples in radians
    • -
    • _extradist: "extra dimension" distance of the light, to kill hot spots
    • -
    • _filterradius, _filteradius, _filter: filter radius for this light, similar to -light -filter
    • -
    • _light, light: intensity factor (default: 300)
    • -
    • _samples: number of samples to use to get soft shadows from a light
    • -
    • _sun: if 1, this light is an infinite sun light, must have target
    • -
    • fade: Fade factor of light attenuation of linear lights. Linear lights completely vanish at distance light/(fade * 8000), so if you want the light to vanish at distance X, specify light/(8000*X) here.
    • -
    • radius: radius of a spotlight at the target point (default: 64)
    • -
    • scale: intensity multiplier
    • -
    • spawnflags: 1 = linear attenuation (inverted in -wolf lighting mode)
    • -
    • spawnflags: 2 = no angle attenuation (inverted in -wolf lighting mode)
    • -
    • spawnflags: 32 = the light color is not normalized
    • -
    • spawnflags: 64 = force distance attenuation (why did vortex add this, this is always set...?)
    • -
    • target: target of a spotlight
    • - -
    • targetname: when set, the light can be toggled in game by some engine provided way
    • -
    -
  • -
  • On classname light -
      -
    • _flare: when set, this light is a flare without a specified shader
    • -
    • _flareshader: shader for a flare surface generated by this light
    • -
    • _style, style: light style number
    • -
    • spawnflags: 16 = light does not affect the grid
    • -
    -
  • -
  • On classname advertisement (QuakeLive only) -
      -
    • Brushes/Patches: must be a single rectangular patch surface where the ad will be placed
    • -
    • cellId: identifier of the ad, must be used only once (??)
    • -
    -
  • -
  • On classname _decal -
      -
    • Brushes/Patches: must be a single rectangular patch surface
    • -
    • target: positional target to set the projection direction of the decal
    • -
    -
  • -
  • On classname misc_model -
      - -
    • _clipdepth: thickness of autoclip brushes
    • -
    • _frame, frame: frame of model to load (doesn't work)
    • -
    • _remapXXX: XXX can be any string to allow multiple keys for this; contains a string of the form from;to, and any shader from in the model will be replaced by to; the special value * in from matches all shader names
    • -
    • _skin, skin: skin number (DarkPlaces convention) or name (Quake3 convention) to use
    • - -
    • model: path name of model to load
    • -
    • modelscale: scaling factor for the model to include
    • -
    • modelscale_vec: non-uniform scaling vector for the model to include
    • -
    • spawnflags: 1 = in SoF2, append a _RMG_BSP suffix to shader names instead of _BSP
    • -
    • spawnflags: 2 = generate clipping brushes from the model
    • -
    • spawnflags: 4 = force this model through meta surface merging
    • -
    • spawnflags: 8 = when generating clipping planes, perform extrusion using the original normals from the model instead of per-triangle best axial normals
    • -
    • spawnflags: 16 = when generating clipping planes, perform extrusion using only up or down pointing normals (ideal for terrain)
    • -
    • spawnflags: 32 = turn vertex color from the model into alpha (for terrain blending)
    • -
    • target, _target: points to brush entity with any of matching targetname/_targetname keys to bake the model into
    • -
    -
  • -
  • On classname _skybox -
      -
    • To be placed inside a small otherwise hidden room; surfaces in it are scaled up, and visible through skybox surfaces
    • -
    • _scale: scaling factor or vector for the portal sky (default: 64)
    • -
  • -
-
- - - - - - -

Экспортировать в - HTML - TXT -

- - - - - - - - -
-
-
- - - - -
- - - + + + + +NetRadiant - Complete list of entity keys - Alientrap Development + + + + + + + + + + + + + + + + + +
+ + + + +
+ + +
+ +
+ + + + + + + + + +История +
+ + + + + +
+

Complete list of entity keys

+ + +
    +
  • On all entities +
      +
    • angle: shorthand for just setting the yaw angle
    • +
    • angles: angles vector
    • +
    • origin: origin vector
    • +
    • targetname: name of the entity so it can be referenced by target keys.
    • +
    +
  • +
  • On brush entities, classname func_group and classname misc_model: +
      +
    • _castShadows, _cs: sets whether the entity casts shadows
    • +
    • _celshader: CelShader to use
    • +
    • _lightmapsamplesize, _samplesize, _ss: sample size to use for surfaces of this entity
    • +
    • _receiveShadows, _rs: sets whether the entity receives shadows
    • +
    • _shadeangle, _smoothnormals, _sn, _sa, _smooth: largest angle between faces to allow to treat them part of the same nonplanar surface
    • +
    • lightmapscale, _lightmapscale, _ls: scaling factor for the lightmap resolution
    • +
    +
  • +
  • On brush entities and on classname func_group: +
      +
    • _indexmap, alphamap: file name of index map image for terrain blending
    • +
    • _layers, layers: number of layers of the index map image (encoded as brightness levels)
    • +
    • _offsets, offsets: space separated list of z offsets for index map
    • +
    • _shader, shader: shader name prefix of the index map (when this is set to X, the shader names that are generated will be like textures/X_42 and textures/X_23to42
    • +
    +
  • +
  • On brush entities +
      +
    • _clone, _ins, _instance: _clonename field value of a brush entity to clone brushes from (can be used to use the same brush model multiple times)
    • +
    • _clonename: see _clone
    • +
    • _patchMeta, patchMeta: generate a triangle soup from patches in this entity
    • +
    • _patchQuality, patchQuality: quality multiplier for patches on this surface when _patchMeta is used
    • +
    • _patchSubdivide, patchSubdivide: absolute quality setting for patches on this surface when _patchMeta is used
    • +
    • max: override the maxs vector of this brush entity
    • +
    • min: override the mins vector of this brush entity
    • +
    +
  • +
  • On classname worldspawn +
      +
    • _ambient, ambient: amount of ambient light
    • +
    • _blocksize, blocksize, chopsize: block size for unconditional BSP subdivisions
    • +
    • _color: color to use for _ambient, _minlight, _minvertexlight, _mingridlight
    • +
    • _farplanedist, fogclip, distancecull: far plane distance for vis culling -- this must be the shortest distance at which nothing can be seen any more due to fog; o/r/e value suffixes enable Origin2Origin/Radius+Radius/Exact distance measuring modes respectively
    • +
    • _floodlight: a sextet of values "r g b dist intensity directional_power" to set global floodlight parameters (good defaults are 240 240 255 1024 128 1)
    • +
    • _fog, fog: if set, the whole map is fogged using the given shader name; only for engines, supporting this, e.g. ET
    • +
    • _foghull: must be set to a sky shader without textures/ prefix when _farplanedist is used to avoid HoM effect
    • +
    • _ignoreleaks, ignoreleaks: when set, no leak test is performed
    • +
    • _keepLights: if set, light entities are not stripped from the BSP file when compiling
    • +
    • _keepModels: if set, misc_model entities are not stripped from the BSP file when compiling
    • +
    • _maxlight: amount of maximum light
    • +
    • _mingridlight: amount of minimum grid light
    • +
    • _minlight: amount of minimum light
    • +
    • _minvertexlight: amount of minimum vertex light
    • +
    • _noshadersun: if set, sun light from shaders is suppressed
    • +
    • _q3map_cmdline: written by q3map2; contains the command line the map was compiled with
    • +
    • _q3map_version: written by q3map2; contains the version of q3map2 the map was compiled with
    • +
    • _style42alphagen: |alphaGen|-like shader definition string for light style 42 (works the same way for all style numbers)
    • +
    • _style42rgbgen: |rgbGen|-like shader definition string for light style 42 (works the same way for all style numbers)
    • +
    • gridsize: N N N resolution of the light grid
    • +
    +
  • +
  • On classname light and classname lightJunior +
      +
    • Note: lightJunior entities only affect the light grid.
    • +
    • _anglescale: scales angle attenuation
    • +
    • _color: color of the light
    • +
    • _deviance, _deviation, _jitter: position deviance of the samples of a regular light (distributes the light samples in a cube of side length 2*_deviance around the origin), or angle deviance of the sun light samples in radians
    • +
    • _extradist: "extra dimension" distance of the light, to kill hot spots
    • +
    • _filterradius, _filteradius, _filter: filter radius for this light, similar to -light -filter
    • +
    • _light, light: intensity factor (default: 300)
    • +
    • _samples: number of samples to use to get soft shadows from a light
    • +
    • _sun: if 1, this light is an infinite sun light, must have target
    • +
    • fade: Fade factor of light attenuation of linear lights. Linear lights completely vanish at distance light/(fade * 8000), so if you want the light to vanish at distance X, specify light/(8000*X) here.
    • +
    • radius: radius of a spotlight at the target point (default: 64)
    • +
    • scale: intensity multiplier
    • +
    • spawnflags: 1 = linear attenuation (inverted in -wolf lighting mode)
    • +
    • spawnflags: 2 = no angle attenuation (inverted in -wolf lighting mode)
    • +
    • spawnflags: 32 = the light color is not normalized
    • +
    • spawnflags: 64 = force distance attenuation (why did vortex add this, this is always set...?)
    • +
    • target: target of a spotlight
    • + +
    • targetname: when set, the light can be toggled in game by some engine provided way
    • +
    +
  • +
  • On classname light +
      +
    • _flare: when set, this light is a flare without a specified shader
    • +
    • _flareshader: shader for a flare surface generated by this light
    • +
    • _style, style: light style number
    • +
    • spawnflags: 16 = light does not affect the grid
    • +
    +
  • +
  • On classname advertisement (QuakeLive only) +
      +
    • Brushes/Patches: must be a single rectangular patch surface where the ad will be placed
    • +
    • cellId: identifier of the ad, must be used only once (??)
    • +
    +
  • +
  • On classname _decal +
      +
    • Brushes/Patches: must be a single rectangular patch surface
    • +
    • target: positional target to set the projection direction of the decal
    • +
    +
  • +
  • On classname misc_model +
      + +
    • _clipdepth: thickness of autoclip brushes
    • +
    • _frame, frame: frame of model to load (doesn't work)
    • +
    • _remapXXX: XXX can be any string to allow multiple keys for this; contains a string of the form from;to, and any shader from in the model will be replaced by to; the special value * in from matches all shader names
    • +
    • _skin, skin: skin number (DarkPlaces convention) or name (Quake3 convention) to use
    • + +
    • model: path name of model to load
    • +
    • modelscale: scaling factor for the model to include
    • +
    • modelscale_vec: non-uniform scaling vector for the model to include
    • +
    • spawnflags: 1 = in SoF2, append a _RMG_BSP suffix to shader names instead of _BSP
    • +
    • spawnflags: 2 = generate clipping brushes from the model
    • +
    • spawnflags: 4 = force this model through meta surface merging
    • +
    • spawnflags: 8 = when generating clipping planes, perform extrusion using the original normals from the model instead of per-triangle best axial normals
    • +
    • spawnflags: 16 = when generating clipping planes, perform extrusion using only up or down pointing normals (ideal for terrain)
    • +
    • spawnflags: 32 = turn vertex color from the model into alpha (for terrain blending)
    • +
    • target, _target: points to brush entity with any of matching targetname/_targetname keys to bake the model into
    • +
    +
  • +
  • On classname _skybox +
      +
    • To be placed inside a small otherwise hidden room; surfaces in it are scaled up, and visible through skybox surfaces
    • +
    • _scale: scaling factor or vector for the portal sky (default: 64)
    • +
  • +
+
+ + + + + + +

Экспортировать в + HTML + TXT +

+ + + + + + + + +
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+ + + + +
+ + + diff --git a/docs/Complete_list_of_shader_keywords.htm b/docs/Complete_list_of_shader_keywords.htm index 3e1cd588..7b666e8b 100644 --- a/docs/Complete_list_of_shader_keywords.htm +++ b/docs/Complete_list_of_shader_keywords.htm @@ -1,259 +1,259 @@ - - - - -NetRadiant - Complete list of shader keywords - Alientrap Development - - - - - - - - - - - - - - - - - -
- - - - -
- - -
- -
- - - - - - - - - -История -
- - - - - -
-

Complete list of shader keywords

- - -

Note: You can append a :q3map suffix to a shader name to make q3map2 use the shader but the engine ignore it.

- - -

Note: This list does not contain all possible shader keywords, but just those that q3map2 uses for anything. More keywords are likely to be supported by your engine. Check the documentation or the source code of your engine on this.

- - -

Inside shader stages

- - -
    -
  • map texture: loads a texture and displays it repeating
  • -
  • clampMap texture: loads a texture and displays it non-repeating
  • -
  • animMap fps texture texture...: loads an animation and displays it repeating
  • -
  • clampAnimMap fps texture texture...: loads an animation and displays it non-repeating
  • -
  • mapComp texture: ???
  • -
  • mapNoComp texture: ???
  • -
- - -

In the shader preamble:

- - -
    -
  • cull none, cull disable, cull twosided: treat the surface as two sided for lighting
  • -
  • damageShader shadername: sets the given shader as damage shader (for SoF2 mods)
  • -
  • fogparms ...: marks the brush as a fog volume; otherwise handled by the engine
  • -
  • implicitBlend: ???
  • -
  • implicitMap: ???
  • -
  • implicitMask: ???
  • -
  • light N: sets the default game flare shader as flare shader
  • -
  • polygonoffset: enable polygon offset
  • -
  • q3map_alphaGen, q3map_alphaMod: <set F|const F|scale F|dotProduct ( X Y Z )|dotProduct2 ( X Y Z )|dotProductScale ( X Y Z MIN MAX )|dotProduct2scale ( X Y Z MIN MAX )|volume>
  • -
  • q3map_backShader shadername: sets the given shader as shader for back faces
  • -
  • q3map_backsplash percent distance: configures light backsplash (self-surfacelight)
  • -
  • q3map_baseShader shadername: inherit parameters from a shader
  • -
  • q3map_bounce F, q3map_bounceScale F: scales the intensity of radiosity
  • -
  • q3map_clipmodel: ???
  • -
  • q3map_cloneShader shadername: ???
  • -
  • q3map_colorGen, q3map_colorMod, q3map_rgbGen, q3map_rgbMod: <set ( R G B )|const ( R G B )|scale ( F F F )|dotProduct ( X Y Z )|dotProduct2 ( X Y Z )|dotProductScale ( X Y Z MIN MAX )|dotProduct2scale ( X Y Z MIN MAX )|volume>
  • -
  • q3map_deprecateShader shadername: ???
  • -
  • q3map_flare shadername, q3map_flareShader shadername: sets the given shader as flare shader
  • -
  • q3map_floodLight r g b dist intensity power: overrides the global floodlight parameters
  • -
  • q3map_fogDir ( x y z ): sets the direction a fog shader fades from transparent to opaque
  • -
  • q3map_foliage path scale density odds invertalpha: ???
  • -
  • q3map_forceMeta: forces brush faces and/or triangle models to go through the metasurface pipeline
  • -
  • q3map_forceSunlight: ???
  • -
  • q3map_fur layers offset fade: ???
  • -
  • q3map_globaltexture: ???
  • -
  • q3map_indexed: ???
  • -
  • q3map_invert: inverts the direction from which the face is visible
  • -
  • q3map_lightImage texture: sets the image to take the light color from
  • -
  • q3map_lightRGB r g b: overrides the light color of the texture
  • -
  • q3map_lightStyle N: sets the light style (SoF2, JK2)
  • -
  • q3map_lightSubdivide N: subdivision interval for q3map_surfacelight
  • -
  • q3map_lightmapAxis axis: sets the lightmap axis to one of x, y, z (useful for terrain)
  • -
  • q3map_lightmapBrightness F, q3map_lightmapGamma F: overrides lightmap brightness
  • -
  • q3map_lightmapFilterRadius self other: ???
  • -
  • q3map_lightmapMergable: allows merging the lightmap with other surfaces on another plane
  • -
  • q3map_lightmapSampleOffset F: light sampling point offset off the surface
  • -
  • q3map_lightmapSampleSize N: overrides samplesize
  • -
  • q3map_lightmapSize N: overrides the lightmap size (forces an external lightmap for this surface)
  • -
  • q3map_material materialname: ???
  • -
  • q3map_noDirty: don't apply -dirty on this surface
  • -
  • q3map_noFast: disable -fast style lighting for this surface
  • -
  • q3map_noVertexLight: turns off vertex lighting for this surface
  • -
  • q3map_noVertexShadows: ???
  • -
  • q3map_noclip: do not clip the surface by the BSP tree
  • -
  • q3map_nofog: ???
  • -
  • q3map_nonplanar: marks the surface as nonplanar for meta surface merging
  • -
  • q3map_normalImage texture: sets the normal map for bump mapping
  • -
  • q3map_notjunc: do not do t-junction elimination
  • -
  • q3map_offset F: ???
  • -
  • q3map_onlyVertexLighting: same as using surfaceparm pointlight
  • -
  • q3map_patchShadows: force shadowing from patches using this shader
  • -
  • q3map_remapShader shadername: ???
  • -
  • q3map_shadeAngle F: sets the shading angle for nonplanar surfaces
  • -
  • q3map_skyLight value iterations: sets the amount of sky light from this surface
  • -
  • q3map_splotchfix: ???
  • -
  • q3map_styleMarker2: ???
  • -
  • q3map_styleMarker: ???
  • -
  • q3map_sunext r g b intensity degrees elevation deviance samples: sets an unsharp sun for the map
  • -
  • q3map_sun r g b intensity degrees elevation, sun r g b intensity degrees elevation: sets a sharp sun for the map
  • -
  • q3map_surfacelight F: sets the amount of surface light from this surface
  • -
  • q3map_surfacemodel path density minscale maxscale minangle maxangle oriented: randomly place models on the surface
  • -
  • q3map_tcGen ivector ( sx sy sz ) ( tx ty tz ): same as q3map_tcGen vector but with inverted values
  • -
  • q3map_tcGen vector ( sx sy sz ) ( tx ty tz ): overrides texcoords based on world coordinates (for terrain)
  • -
  • q3map_tcMod rotate a: rotates the texture
  • -
  • q3map_tcMod scale s t: multiplies texcoords by factors
  • -
  • q3map_tcMod translate s t: translates texcoords by a vector
  • -
  • q3map_terrain: ???
  • -
  • q3map_textureSize width height: overrides the texture size for texcoords
  • -
  • q3map_vertexScale F: scales vertex lighting amount by a factor
  • -
  • q3map_vertexShadows: ???
  • -
  • qer_editorImage texture: sets the texture to show for radiant
  • -
  • skyparms outerimage cloudheight innerimage: loads a skybox
  • -
  • surfaceparm alphashadow: use the alpha channel of the shader image as shadow mask
  • -
  • surfaceparm antiportal: creates opaque autoexpanding portal
  • -
  • surfaceparm areaportal: ???
  • -
  • surfaceparm botclip: ???
  • -
  • surfaceparm clusterportal: ???
  • -
  • surfaceparm detail: ignore this surface for vis
  • -
  • surfaceparm donotenter: ???
  • -
  • surfaceparm fog: ???
  • -
  • surfaceparm hint: use this surface as a hint to generate BSP splits
  • -
  • surfaceparm lava: Stef hates this brush
  • -
  • surfaceparm lightfilter: use the color channel of the shader image as shadow mask
  • -
  • surfaceparm lightgrid: limit map lightgrid to bounds of brushes with this shader
  • -
  • surfaceparm monsterclip: monsters can't go through this brush, but shots can
  • -
  • surfaceparm nodraw: do not generate draw surfaces
  • -
  • surfaceparm nodrop: items can't be dropped on this brush
  • -
  • surfaceparm nolightmap, surfaceparm pointlight: do not lightmap this surface
  • -
  • surfaceparm nomarks: this surface is stain free
  • -
  • surfaceparm nonsolid: do not make this surface solid
  • -
  • surfaceparm origin: the center of this brush shall be the origin of this brush model
  • -
  • surfaceparm playerclip: players can't go through this brush, but shots can
  • -
  • surfaceparm skip: for unused faces of hint, antiportal brushes
  • -
  • surfaceparm sky: this surface shows the skybox
  • -
  • surfaceparm slime: this brush contains more poisonous stuff than dihydrogene monoxide
  • -
  • surfaceparm structural: use this surface for vis
  • -
  • surfaceparm trans: cast no shadows
  • -
  • surfaceparm trigger: this is a trigger brush (translucent and solid)
  • -
  • surfaceparm water: this brush contains dihydrogene monoxide
  • -
  • tessSize F, q3map_tessSize F: subdivides the polygons to ensure no parts are larger than the given size
  • -
-
- - - - - - -

Экспортировать в - HTML - TXT -

- - - - - - - - -
-
-
- - - - -
- - - + + + + +NetRadiant - Complete list of shader keywords - Alientrap Development + + + + + + + + + + + + + + + + + +
+ + + + +
+ + +
+ +
+ + + + + + + + + +История +
+ + + + + +
+

Complete list of shader keywords

+ + +

Note: You can append a :q3map suffix to a shader name to make q3map2 use the shader but the engine ignore it.

+ + +

Note: This list does not contain all possible shader keywords, but just those that q3map2 uses for anything. More keywords are likely to be supported by your engine. Check the documentation or the source code of your engine on this.

+ + +

Inside shader stages

+ + +
    +
  • map texture: loads a texture and displays it repeating
  • +
  • clampMap texture: loads a texture and displays it non-repeating
  • +
  • animMap fps texture texture...: loads an animation and displays it repeating
  • +
  • clampAnimMap fps texture texture...: loads an animation and displays it non-repeating
  • +
  • mapComp texture: ???
  • +
  • mapNoComp texture: ???
  • +
+ + +

In the shader preamble:

+ + +
    +
  • cull none, cull disable, cull twosided: treat the surface as two sided for lighting
  • +
  • damageShader shadername: sets the given shader as damage shader (for SoF2 mods)
  • +
  • fogparms ...: marks the brush as a fog volume; otherwise handled by the engine
  • +
  • implicitBlend: ???
  • +
  • implicitMap: ???
  • +
  • implicitMask: ???
  • +
  • light N: sets the default game flare shader as flare shader
  • +
  • polygonoffset: enable polygon offset
  • +
  • q3map_alphaGen, q3map_alphaMod: <set F|const F|scale F|dotProduct ( X Y Z )|dotProduct2 ( X Y Z )|dotProductScale ( X Y Z MIN MAX )|dotProduct2scale ( X Y Z MIN MAX )|volume>
  • +
  • q3map_backShader shadername: sets the given shader as shader for back faces
  • +
  • q3map_backsplash percent distance: configures light backsplash (self-surfacelight)
  • +
  • q3map_baseShader shadername: inherit parameters from a shader
  • +
  • q3map_bounce F, q3map_bounceScale F: scales the intensity of radiosity
  • +
  • q3map_clipmodel: ???
  • +
  • q3map_cloneShader shadername: ???
  • +
  • q3map_colorGen, q3map_colorMod, q3map_rgbGen, q3map_rgbMod: <set ( R G B )|const ( R G B )|scale ( F F F )|dotProduct ( X Y Z )|dotProduct2 ( X Y Z )|dotProductScale ( X Y Z MIN MAX )|dotProduct2scale ( X Y Z MIN MAX )|volume>
  • +
  • q3map_deprecateShader shadername: ???
  • +
  • q3map_flare shadername, q3map_flareShader shadername: sets the given shader as flare shader
  • +
  • q3map_floodLight r g b dist intensity power: overrides the global floodlight parameters
  • +
  • q3map_fogDir ( x y z ): sets the direction a fog shader fades from transparent to opaque
  • +
  • q3map_foliage path scale density odds invertalpha: ???
  • +
  • q3map_forceMeta: forces brush faces and/or triangle models to go through the metasurface pipeline
  • +
  • q3map_forceSunlight: ???
  • +
  • q3map_fur layers offset fade: ???
  • +
  • q3map_globaltexture: ???
  • +
  • q3map_indexed: ???
  • +
  • q3map_invert: inverts the direction from which the face is visible
  • +
  • q3map_lightImage texture: sets the image to take the light color from
  • +
  • q3map_lightRGB r g b: overrides the light color of the texture
  • +
  • q3map_lightStyle N: sets the light style (SoF2, JK2)
  • +
  • q3map_lightSubdivide N: subdivision interval for q3map_surfacelight
  • +
  • q3map_lightmapAxis axis: sets the lightmap axis to one of x, y, z (useful for terrain)
  • +
  • q3map_lightmapBrightness F, q3map_lightmapGamma F: overrides lightmap brightness
  • +
  • q3map_lightmapFilterRadius self other: ???
  • +
  • q3map_lightmapMergable: allows merging the lightmap with other surfaces on another plane
  • +
  • q3map_lightmapSampleOffset F: light sampling point offset off the surface
  • +
  • q3map_lightmapSampleSize N: overrides samplesize
  • +
  • q3map_lightmapSize N: overrides the lightmap size (forces an external lightmap for this surface)
  • +
  • q3map_material materialname: ???
  • +
  • q3map_noDirty: don't apply -dirty on this surface
  • +
  • q3map_noFast: disable -fast style lighting for this surface
  • +
  • q3map_noVertexLight: turns off vertex lighting for this surface
  • +
  • q3map_noVertexShadows: ???
  • +
  • q3map_noclip: do not clip the surface by the BSP tree
  • +
  • q3map_nofog: ???
  • +
  • q3map_nonplanar: marks the surface as nonplanar for meta surface merging
  • +
  • q3map_normalImage texture: sets the normal map for bump mapping
  • +
  • q3map_notjunc: do not do t-junction elimination
  • +
  • q3map_offset F: ???
  • +
  • q3map_onlyVertexLighting: same as using surfaceparm pointlight
  • +
  • q3map_patchShadows: force shadowing from patches using this shader
  • +
  • q3map_remapShader shadername: ???
  • +
  • q3map_shadeAngle F: sets the shading angle for nonplanar surfaces
  • +
  • q3map_skyLight value iterations: sets the amount of sky light from this surface
  • +
  • q3map_splotchfix: ???
  • +
  • q3map_styleMarker2: ???
  • +
  • q3map_styleMarker: ???
  • +
  • q3map_sunext r g b intensity degrees elevation deviance samples: sets an unsharp sun for the map
  • +
  • q3map_sun r g b intensity degrees elevation, sun r g b intensity degrees elevation: sets a sharp sun for the map
  • +
  • q3map_surfacelight F: sets the amount of surface light from this surface
  • +
  • q3map_surfacemodel path density minscale maxscale minangle maxangle oriented: randomly place models on the surface
  • +
  • q3map_tcGen ivector ( sx sy sz ) ( tx ty tz ): same as q3map_tcGen vector but with inverted values
  • +
  • q3map_tcGen vector ( sx sy sz ) ( tx ty tz ): overrides texcoords based on world coordinates (for terrain)
  • +
  • q3map_tcMod rotate a: rotates the texture
  • +
  • q3map_tcMod scale s t: multiplies texcoords by factors
  • +
  • q3map_tcMod translate s t: translates texcoords by a vector
  • +
  • q3map_terrain: ???
  • +
  • q3map_textureSize width height: overrides the texture size for texcoords
  • +
  • q3map_vertexScale F: scales vertex lighting amount by a factor
  • +
  • q3map_vertexShadows: ???
  • +
  • qer_editorImage texture: sets the texture to show for radiant
  • +
  • skyparms outerimage cloudheight innerimage: loads a skybox
  • +
  • surfaceparm alphashadow: use the alpha channel of the shader image as shadow mask
  • +
  • surfaceparm antiportal: creates opaque autoexpanding portal
  • +
  • surfaceparm areaportal: ???
  • +
  • surfaceparm botclip: ???
  • +
  • surfaceparm clusterportal: ???
  • +
  • surfaceparm detail: ignore this surface for vis
  • +
  • surfaceparm donotenter: ???
  • +
  • surfaceparm fog: ???
  • +
  • surfaceparm hint: use this surface as a hint to generate BSP splits
  • +
  • surfaceparm lava: Stef hates this brush
  • +
  • surfaceparm lightfilter: use the color channel of the shader image as shadow mask
  • +
  • surfaceparm lightgrid: limit map lightgrid to bounds of brushes with this shader
  • +
  • surfaceparm monsterclip: monsters can't go through this brush, but shots can
  • +
  • surfaceparm nodraw: do not generate draw surfaces
  • +
  • surfaceparm nodrop: items can't be dropped on this brush
  • +
  • surfaceparm nolightmap, surfaceparm pointlight: do not lightmap this surface
  • +
  • surfaceparm nomarks: this surface is stain free
  • +
  • surfaceparm nonsolid: do not make this surface solid
  • +
  • surfaceparm origin: the center of this brush shall be the origin of this brush model
  • +
  • surfaceparm playerclip: players can't go through this brush, but shots can
  • +
  • surfaceparm skip: for unused faces of hint, antiportal brushes
  • +
  • surfaceparm sky: this surface shows the skybox
  • +
  • surfaceparm slime: this brush contains more poisonous stuff than dihydrogene monoxide
  • +
  • surfaceparm structural: use this surface for vis
  • +
  • surfaceparm trans: cast no shadows
  • +
  • surfaceparm trigger: this is a trigger brush (translucent and solid)
  • +
  • surfaceparm water: this brush contains dihydrogene monoxide
  • +
  • tessSize F, q3map_tessSize F: subdivides the polygons to ensure no parts are larger than the given size
  • +
+
+ + + + + + +

Экспортировать в + HTML + TXT +

+ + + + + + + + +
+
+
+ + + + +
+ + + diff --git a/docs/changelog-custom.txt b/docs/changelog-custom.txt index 7f957620..8eb06881 100644 --- a/docs/changelog-custom.txt +++ b/docs/changelog-custom.txt @@ -167,7 +167,7 @@ Q3map2: * -keepmodels in -bsp / _keepModels on worldspawn: keep misc_model entities in the BSP file after compile * fix: don't turn lights with targetname to styled for IBSP, as they are not switchable there * fix RBSP style keys on -exportents and decompilation, so that they are alright for -onlyents and compilation - * -nobouncestore: Do not store BSP, lightmap and shader files between bounces + * -nobouncestore: Store BSP, lightmap and shader files only once after last bounce * fix custom shaders generation for lightstyles and external lightmaps hacks for :q3map suffixed shaders * -maxmapdrawsurfs : Sets max amount of mapDrawSurfs, used during .map compilation (-bsp, -convert), default = 131072 * -maxshaderinfo : Sets max amount of shaderInfo, default = 8192 diff --git a/tools/quake3/q3map2/help.cpp b/tools/quake3/q3map2/help.cpp index 3de5686f..25fb0646 100644 --- a/tools/quake3/q3map2/help.cpp +++ b/tools/quake3/q3map2/help.cpp @@ -226,7 +226,7 @@ static void HelpLight() { "-lomem", "Low memory but slower lighting mode" }, { "-lowquality", "Low quality floodlight (appears to currently break floodlight)" }, { "-minsamplesize ", "Sets minimum lightmap resolution in luxels/qu" }, - { "-nobouncestore", "Do not store BSP, lightmap and shader files between bounces" }, + { "-nobouncestore", "Store BSP, lightmap and shader files only once after last bounce" }, { "-nocollapse", "Do not collapse identical lightmaps" }, { "-nodeluxe, -nodeluxemap", "Disable deluxemapping" }, { "-nofastpoint", "Disable fast point light calculation" }, diff --git a/tools/quake3/q3map2/light.cpp b/tools/quake3/q3map2/light.cpp index 01a05467..21e6e5e9 100644 --- a/tools/quake3/q3map2/light.cpp +++ b/tools/quake3/q3map2/light.cpp @@ -2620,7 +2620,7 @@ int LightMain( Args& args ){ while ( args.takeArg( "-nobouncestore" ) ) { bounceStore = false; - Sys_Printf( "Not storing BSP, lightmap and shader files between bounces\n" ); + Sys_Printf( "Storing BSP, lightmap and shader files only once after last bounce\n" ); } while ( args.takeArg( "-nocollapse" ) ) {