User:SirYodaJedi/My compile settings: Difference between revisions
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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) m (→RAD) |
SirYodaJedi (talk | contribs) m (→RAD) |
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=== RAD === | === RAD === | ||
; Fast (Singleplayer) | ; Fast (Singleplayer) | ||
{{codeblock|light.exe -lit -soft 3 -emissivequality low -bounce | {{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 -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 -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"}} | ||
Line 20: | Line 20: | ||
{{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"}} | {{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) | ; Fast (Quakeworld) | ||
{{codeblock|light.exe -lit -bspxlit -soft 3 -emissivequality low -bounce | {{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 -bspxlit -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 -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"}} |
Revision as of 18:39, 15 May 2024
Quake (ericw-tools)
Designed for 2.0.0-alpha3 or newer
BSP
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