User:SirYodaJedi/My compile settings

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Quake Quake (ericw-tools)

Designed for 2.0.0-alpha6 or newer

BSP

Standard
qbsp.exe -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 -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"