User:SirYodaJedi/My compile settings: Difference between revisions

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m (→‎RAD: use bspx lump for colored lighting for EZQuake (along with LIT for engines w/o bspx lightmaps), to avoid getting lost when autodownloaded. Write deluxemap to bspx lump instead of LUX to save space in filesystem (sacrificing darkplaces support))
 
(12 intermediate revisions by the same user not shown)
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== {{quake|4}} ([[ericw-tools]]) ==
== {{quake|4}} ([[ericw-tools]]) ==
Designed for 2.0.0-alpha3 or newer
Designed for 2.0.0-alpha6 or newer
=== BSP ===
=== BSP ===
{{codeblock|qbsp.exe -wadpath "d:/path/to/moddir" "mapname"}}
; Standard
{{codeblock|qbsp.exe -missing_textures_as_zero_size -nomergeacrossliquids -wadpath "d:/" -texturedefs "d:/path/to/ericw-tools/texturedefs.def" -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"}}
; Final
{{codeblock|qbsp.exe -forcegoodtree -missing_textures_as_zero_size -nomergeacrossliquids -wadpath "d:/" -texturedefs "d:/path/to/ericw-tools/texturedefs.def" -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"}}
 
<br>{{file|texturedefs|def}} contains the following:
{{codeblock|<nowiki>skip hintskip
aaatrigger null
contentwater *waterskip
contentslime *slimeskip
contentlava *lavaskip
</nowiki>}}


=== VIS ===
=== VIS ===
; Standard (manual ambience)
{{codeblock|vis.exe -noambient "mapname"}}
{{codeblock|vis.exe -noambient "mapname"}}
; Automatic ambience (vanilla-style)
{{codeblock|vis.exe "mapname"}}


=== RAD ===
=== RAD ===
; Fast (Singleplayer)
{{codeblock|light.exe -lit -soft 3 -emissivequality low -bounce 1 -phong 1 -phong_angle 44 -dirt _surflight_radiosity 1 -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"}}
; Full (Singleplayer)
; Full (Singleplayer)
{{codeblock|light.exe -lit -bspxlux -extra4 -emissivequality high -bounce 8 -phong 1 -phong_angle 44 -dirt _surflight_radiosity 1 -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"}}
{{codeblock|light.exe -lit -extra -soft 3 -emissivequality high -bounce 8 -phong 1 -phong_angle 44 -dirt _surflight_radiosity 1 -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"}}
; Fast (Singleplayer)
; Final (Singleplayer)
{{codeblock|light.exe -lit -bspxlux -soft 3 -emissivequality low -bounce 8 -phong 1 -phong_angle 44 -dirt _surflight_radiosity 1 -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"}}
{{codeblock|light.exe -lit -bspxlux -extra4 -wrnormals -world_units_per_luxel 8 -lightgrid -lightgrid_dist 16 16 16 -emissivequality high -bounce 8 -phong 1 -phong_angle 44 -dirt _surflight_radiosity 1 -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"}}
; Fast (Quakeworld)
{{codeblock|light.exe -lit -bspxlit -soft 3 -emissivequality low -bounce 1 -phong 1 -phong_angle 44 -dirt _surflight_radiosity 1 -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"}}
; Full (Quakeworld)
; Full (Quakeworld)
{{codeblock|light.exe -lit -bspx -extra4 -emissivequality high -bounce 8 -phong 1 -phong_angle 44 -dirt _surflight_radiosity 1 -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"}}
{{codeblock|light.exe -lit -bspxlit -extra -soft 3 -emissivequality high -bounce 8 -phong 1 -phong_angle 44 -dirt _surflight_radiosity 1 -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"}}
; Fast (Quakeworld)
; Final (Quakeworld)
{{codeblock|light.exe -lit -bspx -soft 3 -emissivequality low -bounce 8 -phong 1 -phong_angle 44 -dirt _surflight_radiosity 1 -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"}}
{{codeblock|light.exe -lit -bspx -extra4 -wrnormals -world_units_per_luxel 16 -lightgrid -lightgrid_dist 16 16 16 -emissivequality high -bounce 8 -phong 1 -phong_angle 44 -dirt _surflight_radiosity 1 -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"}}


== {{quake2|4}} (KMQBSP+Arghrad220) ==
== {{quake2|4}} (KMQBSP+Arghrad220) ==
{{todo|{{nbsp}} }}
{{todo|nocat=1|{{nbsp}} }}


== {{quake3|4}} (q3map2 from {{nrc|3}}) ==
== {{quake3|4}} (q3map2 from {{nrc|3}}) ==
{{todo|{{nbsp}} }}
{{todo|nocat=1|{{nbsp}} }}




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=== BSP ===
=== BSP ===
{{codeblock|hlbsp.exe -console 0 -nohull2 -v "mapname"}}
{{codeblock|hlbsp.exe -console 0 -nohull2 -v "mapname"}}
{{modernImportant|{{code|-nohull2}} will disable collision for any entities that use the "large" hull, including bullsquids and large func_pushables. The {{code|[[Tool textures (GoldSrc)#ZHLT.WAD|CLIPHULL2]]}} tool texture can be used to create collision meshes for these entites.}}
=== VIS ===
=== VIS ===
{{codeblock|hlvis.exe -console 0 -full -v "mapname"}}
{{codeblock|hlvis.exe -console 0 -full -v "mapname"}}
Line 40: Line 60:


== {{src|4}} ==
== {{src|4}} ==
{{todo|{{nbsp}} }}
{{todo|nocat=1|{{nbsp}} }}
=== BSP ===
=== BSP ===
{{codeblock|vbsp.exe -v -nodrawtriggers -game "d:/path/to/gameinfo" "mapname"}}
{{codeblock|vbsp.exe -v -nodrawtriggers -game "d:/path/to/gameinfo" "mapname"}}
Line 46: Line 66:
{{codeblock|vvis.exe -v -game "d:/path/to/gameinfo" "mapname"}}
{{codeblock|vvis.exe -v -game "d:/path/to/gameinfo" "mapname"}}
=== RAD ===
=== RAD ===
{{todo|For {{bms|4.1}} and {{slamminsrc|4.1}}?}}
{{todo|nocat=1|For {{bms|4.1}} and {{slamminsrc|4.1}}?}}
; For {{src13|4.1}}
; For {{src13|4.1}}
{{codeblock|vrad.exe -both -final -StaticPropLighting -StaticPropPolys -TextureShadows -v -game "path/to/gameinfo" "mapname"}}
{{codeblock|vrad.exe -both -final -StaticPropLighting -StaticPropPolys -TextureShadows -v -game "path/to/gameinfo" "mapname"}}

Latest revision as of 13:35, 20 May 2025


Quake Quake (ericw-tools)

Designed for 2.0.0-alpha6 or newer

BSP

Standard
qbsp.exe -missing_textures_as_zero_size -nomergeacrossliquids -wadpath "d:/" -texturedefs "d:/path/to/ericw-tools/texturedefs.def" -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"
Final
qbsp.exe -forcegoodtree -missing_textures_as_zero_size -nomergeacrossliquids -wadpath "d:/" -texturedefs "d:/path/to/ericw-tools/texturedefs.def" -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"


🖿texturedefs.def contains the following:

skip hintskip aaatrigger null contentwater *waterskip contentslime *slimeskip contentlava *lavaskip

VIS

Standard (manual ambience)
vis.exe -noambient "mapname"
Automatic ambience (vanilla-style)
vis.exe "mapname"

RAD

Fast (Singleplayer)
light.exe -lit -soft 3 -emissivequality low -bounce 1 -phong 1 -phong_angle 44 -dirt _surflight_radiosity 1 -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"
Full (Singleplayer)
light.exe -lit -extra -soft 3 -emissivequality high -bounce 8 -phong 1 -phong_angle 44 -dirt _surflight_radiosity 1 -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"
Final (Singleplayer)
light.exe -lit -bspxlux -extra4 -wrnormals -world_units_per_luxel 8 -lightgrid -lightgrid_dist 16 16 16 -emissivequality high -bounce 8 -phong 1 -phong_angle 44 -dirt _surflight_radiosity 1 -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"
Fast (Quakeworld)
light.exe -lit -bspxlit -soft 3 -emissivequality low -bounce 1 -phong 1 -phong_angle 44 -dirt _surflight_radiosity 1 -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"
Full (Quakeworld)
light.exe -lit -bspxlit -extra -soft 3 -emissivequality high -bounce 8 -phong 1 -phong_angle 44 -dirt _surflight_radiosity 1 -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"
Final (Quakeworld)
light.exe -lit -bspx -extra4 -wrnormals -world_units_per_luxel 16 -lightgrid -lightgrid_dist 16 16 16 -emissivequality high -bounce 8 -phong 1 -phong_angle 44 -dirt _surflight_radiosity 1 -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"

Quake II Quake II (KMQBSP+Arghrad220)

Todo:  

Quake III Quake III (q3map2 from NetRadiant-Custom)

Todo:  


GoldSrc GoldSrc

CSG

hlcsg.exe -console 0 -wadinclude include -v "mapname"

BSP

hlbsp.exe -console 0 -nohull2 -v "mapname"
Icon-Important.pngImportant:-nohull2 will disable collision for any entities that use the "large" hull, including bullsquids and large func_pushables. The CLIPHULL2 tool texture can be used to create collision meshes for these entites.

VIS

hlvis.exe -console 0 -full -v "mapname"

RAD

If targeting 25th Anniversary Update or newer
hlrad.exe -console 0 -extra -limiter 255 -v "mapname"
If targeting pre-25th Anniversary Update OpenGL renderer
hlrad.exe -console 0 -extra -v "mapname"

Source Source

Todo:  

BSP

vbsp.exe -v -nodrawtriggers -game "d:/path/to/gameinfo" "mapname"

VIS

vvis.exe -v -game "d:/path/to/gameinfo" "mapname"

RAD

Todo: For Black Mesa Black Mesa and Slammin' Source Map Tools Slammin' Source Map Tools?
For Source 2013 Source 2013
vrad.exe -both -final -StaticPropLighting -StaticPropPolys -TextureShadows -v -game "path/to/gameinfo" "mapname"
For CS:GO engine branch CS:GO engine branch
vrad.exe -hdr -final -StaticPropBounce 3 -StaticPropLighting -StaticPropPolys -TextureShadows -v -game "path/to/gameinfo" "mapname"
For Strata Source Strata Source
vrad.exe -hdr -final -PortalTraversalLighting -PortalTraversalAO -StaticPropLighting -StaticPropPolys -TextureShadows -v -game "path/to/gameinfo" "mapname"