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)
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 (KMQBSP+Arghrad220)
Todo:
Todo:
CSG
hlcsg.exe -console 0 -wadinclude include -v "mapname"
BSP
hlbsp.exe -console 0 -nohull2 -v "mapname"
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.
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"
Todo:
BSP
vbsp.exe -v -nodrawtriggers -game "d:/path/to/gameinfo" "mapname"
VIS
vvis.exe -v -game "d:/path/to/gameinfo" "mapname"
RAD
- For Source 2013
vrad.exe -both -final -StaticPropLighting -StaticPropPolys -TextureShadows -v -game "path/to/gameinfo" "mapname"
- For CS:GO engine branch
vrad.exe -hdr -final -StaticPropBounce 3 -StaticPropLighting -StaticPropPolys -TextureShadows -v -game "path/to/gameinfo" "mapname"
- For Strata Source
vrad.exe -hdr -final -PortalTraversalLighting -PortalTraversalAO -StaticPropLighting -StaticPropPolys -TextureShadows -v -game "path/to/gameinfo" "mapname"