User:SirYodaJedi/My compile settings: Difference between revisions
Jump to navigation
Jump to search
Important:-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.
SirYodaJedi (talk | contribs) |
SirYodaJedi (talk | contribs) m (→BSP) |
||
(One intermediate revision by the same user not shown) | |||
Line 5: | Line 5: | ||
=== BSP === | === BSP === | ||
; Standard | ; Standard | ||
{{codeblock|qbsp.exe -nomergeacrossliquids -wadpath "d:/" -texturedefs "d:/path/to/ericw-tools/texturedefs.def" -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"}} | {{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 | ; Final | ||
{{codeblock|qbsp.exe -forcegoodtree -nomergeacrossliquids -wadpath "d:/" -texturedefs "d:/path/to/ericw-tools/texturedefs.def" -basedir "d:/path/to/id1" -gamedir "d:/path/to/moddir" "mapname"}} | {{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: | <br>{{file|texturedefs|def}} contains the following: | ||
Line 38: | Line 38: | ||
== {{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}} }} | ||
Line 60: | 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 66: | 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 (ericw-tools)
Designed for 2.0.0-alpha6 or newer
BSP
- Standard
- Final
texturedefs.def
contains the following:
VIS
- Standard (manual ambience)
- Automatic ambience (vanilla-style)
RAD
- Fast (Singleplayer)
- Full (Singleplayer)
- Final (Singleplayer)
- Fast (Quakeworld)
- Full (Quakeworld)
- Final (Quakeworld)
Quake II (KMQBSP+Arghrad220)
Todo:
Quake III (q3map2 from NetRadiant-Custom)
Todo:
GoldSrc
CSG
BSP

VIS
RAD
- If targeting 25th Anniversary Update or newer
- If targeting pre-25th Anniversary Update OpenGL renderer
Source
Todo:
BSP
VIS
RAD
Todo: For
Black Mesa and
Slammin' Source Map Tools?


- For
Source 2013
- For
Strata Source