User:SirYodaJedi/My compile settings: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (→‎{{src|4}}: add -nodrawtriggers to Bsp)
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))
Line 10: Line 10:


=== RAD ===
=== RAD ===
; Full
; Full (Singleplayer)
{{codeblock|light.exe -lit -lux -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 -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"}}
; Fast
; Fast (Singleplayer)
{{codeblock|light.exe -lit -lux -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 -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"}}
; 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"}}
; Fast (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"}}


== {{quake2|4}} (KMQBSP+Arghrad220) ==
== {{quake2|4}} (KMQBSP+Arghrad220) ==

Revision as of 16:33, 6 December 2023


Quake Quake (ericw-tools)

Designed for 2.0.0-alpha3 or newer

BSP

qbsp.exe -wadpath "d:/path/to/moddir" "mapname"

VIS

vis.exe -noambient "mapname"

RAD

Full (Singleplayer)
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"
Fast (Singleplayer)
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"
Full (Quakeworld)
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"
Fast (Quakeworld)
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"

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"

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"