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q3map2(6)		Quake 3	III Arena Documentation		     q3map2(6)

NAME
       q3map2 -	a quake	3 BSP compiler

SYNOPSIS
       q3map2 command [options]	file

DESCRIPTION
       q3map2 is a BSP compiler	for games based	on the Quake III Arena engine.

COMMANDS
       The  command  specifies	the  operation q3map will perform on the given
       file. Only one command can be specified.

       -bsp   Compiles a .map file into	a .bsp (binary space  partition)  file
	      for  use	with the Quake III Arena engine. It also writes	a .prt
	      (portal information) file	and a .srf (surface) file. This	is the
	      default command: if no command is	given, -bsp is assumed.	  This
	      command requires file to be a path to an uncompiled .map file.

       -vis   Creates  visibility sets based on	the portal file.  This command
	      requires file to be a path  to  a	 .map  file,  which  has  been
	      processed	with the -bsp command.

       -light Calculates  lighting  data.   This command requires file to be a
	      path to an uncompiled .map file.	If the -light command is  used
	      without  additional  options, less than desirable	output will be
	      achieved.

       -convert
	      Converts a compiled .bsp to another format.   This  command  re-
	      quires file to be	a path to a compiled .bsp file.

       -export
	      Exports internal lightmaps from a	compiled .bsp to external .tga
	      images.	This  command requires file to be a path to a compiled
	      .bsp file.

       -import
	      Imports external .tga lightmaps back into	a compiled  .bsp.  Im-
	      ported  lightmaps	will only work on the unmodified BSP they were
	      exported from.  This command requires file to be	a  path	 to  a
	      compiled .bsp file.

       -info  Analyzes a compiled bsp and outputs information to the screen or
	      log.  This command requires file to be a path to a compiled .bsp
	      file.

       -scale factor
	      Scales  a	compiled .bsp by the prescribed	factor.	 For example a
	      factor of	0.25 will output a new .bsp that is 25%	of the	origi-
	      nal  .bsp's size,	a factor of 2.0	will output a new .bsp that is
	      twice as large.  The scaled output is written to the maps	subdi-
	      rectory of the game base directory.  This	command	requires  file
	      to be a path to a	compiled .bsp file.

OPTIONS
   General options
       The following options can be used with any command:

       -connect
	      Enables output of	q3map2 logging to a remote host.

       -game game
	      Enables  support	for games other	than Quake III Arena.  game is
	      one of the following: quake3, wolf, et, etut, ef,	jk2, ja, sof2,
	      tenebrae

       -fs_game	modname
	      Enables support for game mods other than the basic game  defined
	      in your -game switch.

       -fs_basepath path
	      Required in order	for q3map to use game data of games other than
	      Quake  III  Arena.  path specifies the location of the game base
	      directory.

       -v     Enables verbose mode. This is generally a	good idea.

       -rename
	      Used to fix an issue with	misc_model entities in SOF2.  If  your
	      misc_models  show	up unlit and completely	black, use the -rename
	      switch.

       -threads	nbthreads
	      Specifies	the number of threads to  be  used  during  compiling.
	      q3map2  automatically  detects  the  number of CPUs present, and
	      sets the threadcount accordingly.	The  -threads  switch  can  be
	      used to override this behavior.

   Options for the -bsp	command
       The following options can be used with the -bsp command:

       -custinfoparms
	      Enables  custom  surfaceparms  for game mods without the need to
	      recompile	q3map2 itself.	 Custom	 surfaceparms  are  stored  in
	      custinfoparms.txt,  in the scripts subdirectory of the game base
	      directory.

       -debuginset
	      Enables debugging	of surface triangle insetting.

       -debugportals
	      Draws the	portals	into the bsp as	 translucent  polygons.	  Omit
	      -vis and -light for the best -debugportals results.

       -debugsurfaces
	      Colors every surface a different color (very trippy).  Omit -vis
	      and -light for the best -debugsurfaces results.

       -fakemap
	      Creates  a  new .map file	with a blank worldspawn	entity and all
	      the world	brushes	from your original .map	file.

       -flares
	      Used to generate coronas on light	sources. Quake III Arena  does
	      not support flares, other	more modern versions of	the engine do.
	      This option is used in Raven games.

       -flat  Forces  all texture coordinates for a given surface to the pixel
	      that best	fits the average color of the assigned texture.

       -fulldetail
	      Will cause all detail brushes to be  handled  as	if  they  were
	      structural.

       -leaktest
	      Will abort the compile if	a leak is encountered.

       -meta  At  one  time, there was a clear definition as to	what, exactly,
	      the -meta	switch did. Now, it has	become the magic  switch  that
	      is  required  for	most of	q3map2's advanced features. Always use
	      the -meta	and -v options with the	-bsp command.

       -mi maxindexcount
	       Sets the	maximum	per-surface index count	to maxindexcount

       -mv maxvertexcount
	      Sets the maximum per-surface vertex count	to maxvertexcount

       -nocurves
	       Will not	compile	patch meshes into the .bsp.

       -nodetail
	      Will not compile detail brushes into the .bsp.

       -nofog Will not compile fog brushes into	the .bsp.

       -nohint
	      Will not compile hint brushes into the .bsp.

       -nosubdivide
	      Visible surfaces will not	be split. TessSize is ignored.

       -notjunc
	      Will not fix T-Junctions.	Using this option can cause  sparklies
	      and LOD cracks.

       -nowater
	      Will not compile liquid brushes into the .bsp.

       -np shadeangle
	      Forces  all planar shaders to become nonplanar with the shadean-
	      gle specified.  shadeangle can range from	1 to 179.

       -onlyents
	      Only changes the entities	in the compiled	.bsp.	Needs  a  com-
	      piled .bsp (as well as a .map) to	act as a file-filter.

       -patchmeta
	      Creates  meta surfaces from patch	meshes.	This "bakes" a set LOD
	      into patches in your .bsp.

       -samplesize samplesize
	      Writes the samplesize parameter to the .srf surface  file.  This
	      will  affect the -light phase of the compile. A lower samplesize
	      value produces more sharply defined lightmaps.
	      The default samplesize is	16; a samplesize value of 4 produces a
	      very high	quality	compile, suitable to call final. A  samplesize
	      value of 1 would be total	overkill, resulting in epochal compile
	      times and	immensely bloated .bsp filesize.

       -skyfix
	      Enables fix for buggy GL_CLAMP behavior. Always use this.
	      Sidenote:	The bug	was with nVidia	drivers	not distinguishing be-
	      tween  GL_CLAMP  and GL_CLAMP_TO_EDGE, and Quake III Arena using
	      the wrong	one.  Since Quake III Arena development	was done  pre-
	      dominantly on nVidia hardware, nobody noticed it until too late.

       -snap  Enables axial bevel plane	snapping to reduce clipped model plane
	      count. Use with care.

       -texrange texelcount
	      Limits per-surface texel count to	texelcount

       -verboseentities
	      Outputs  more information	about compiling	entity sub-models into
	      the .bsp file.

   Options for the -vis	command
       The following options can be used with the -vis command:

       -fast  Only calculates rough visibility data. Quick and dirty, not  ac-
	      tually useful for	VIS purposes.

       -hint  Will  merge the bsp leaves (except for hint portals) before cal-
	      culating the visiblity list.

       -merge Will merge the bsp  leaves  before  calculating  the  visibility
	      list.

       -nopassage
	      Disables	the  passage visiblity algorithm. Passage VIS is a bit
	      faster and tighter than the old algorithm.

       -nosort
	      Disables the sorting of portals by complexity. Sorting speeds up
	      visiblity	calculations.

       -passageonly
	      Will use the passage visibility algorithm	only.

       -nohint
	      Omits hint brushes from visibility calculations.

       -saveprt
	      Disables the automatic deletion of the .prt  portal  file	 after
	      VIS finishes.

   Options for the -light command
       The following options can be used with the -light command:

       -areascalei scale
	      Scales  up  area	(shader)  lights  by the prescribed factor.  A
	      scale factor of 0.25 will	result in area lights  that  are  only
	      25% as bright as those in	a .bsp compiled	with a scale factor of
	      1.0.

       -approx tolerance
	      Approximates  lightmaps  within tolerance	bytes.	-approx	forces
	      simple surfaces without much shadow detail  to  be  vertex  lit,
	      thus  saving lightmaps. tolerance	ranges from 0 to 255.  The de-
	      fault is 0: no approximation.

       -border
	      Creates a	debugging border around	each lightmap.

       -bounce bounces
	      Calculating radiosity light through bounces bounces.

       -bouncegrid
	      Allows bounced light to affect the lightgrid.

       -bouncescale scale
	      Scales up	radiosity lights by the	prescribed scale factor.

       -cheap Stop calculating light on	a sample after it exceeds  (255,  255,
	      255).  This may produce odd artifacts on maps with lots of satu-
	      rated  colored  lighting.	 Also, do not use cheap	with radiosity
	      if you want to preserve all the emitted light.

       -cheapgrid
	      Stop calculating light on	a sample after it exceeds  (255,  255,
	      255), but	only for the lightgrid.

       -compensate value
	      Scales  back  lightmap  values  to adjust	for overbrighting when
	      -gamma is	used.  For Quake III Arena, a good compensate value is
	      4, though	some experimentation may be needed  to	find  an  aes-
	      thetic that suits	your particular	map.

       -cpma  Enables  full  vertex  lighting  including occlusion on all sur-
	      faces, including lightmapped.  Causes incorrect handling of -ap-
	      prox in Quake III	Arena even with	special	shaders.

       -dark  Enables darkening	of lightmaps  at  brush/lightmap  seams.  Very
	      subtle.

       -debug Enables lightmap debugging.

       -debugaxis
	      Colors lightmaps based on	their projection axis.

       -debugcluster
	      Colors lightmaps based on	the PVS-cluster	the luxel falls	into.

       -debugorigin
	      Colors  lightmaps	 based on the luxel origin relative to the raw
	      lightmap's bounding box.

       -debugunused
	      Colors unused luxels hot pink.

       -dirty Enables ambient occlusion	 or  dirtmapping.  Less-visible	 areas
	      such  as cracks and crevices will	become darker.	This simulates
	      a	dirty, grimy effect.

       -dirtdepth depth
	      Use with -dirty. Sets maximum depth  of  occlusion  checking  in
	      game units.  The default depth is	128.

       -dirtmode mode
	      Use  with	-dirty.	Controls the mode in which the dirtmap is cal-
	      culated.	Possible values	for mode are:

	      0	     Uniform mode, generates a	smooth	looking	 dirtmap  (de-
		     fault).

	      1	     Noisy mode, generates a noisy dirtmap.

       -dirtscale scale
	      Use with -dirty. Scales up the "darkness"	of the dirtmapping ef-
	      fect by the prescribed factor.

       -dump  Dumps radiosity lights into numbered prefabs.

       -fast  Enables  light envelopes for area	(shader) lights. This includes
	      radiosity	lights.	 Results in a much  quicker  -light  compiles,
	      but  darkens  all	 enveloped  light sources considerably.	 Using
	      -fast is generally a good	idea, since omiting  this  option  re-
	      sults in a huge increase in compile time.

       -fastbounce
	      Enables -fast style calculations,	but only for radiosity lights.

       -faster
	      The  -faster  option  enables test mode light calculations. Very
	      fast, but	produces poor results.	Use this option	if you want  a
	      quick a test compile.

       -fastgrid
	      Enables -fast style calculations,	but only for the lightgrid.

       -filter
	      Applies  a  gaussian  blur  to lightmaps,	smoothing out shadows.
	      Sounds good in theory, but -filter doesn't play nice with	a  lot
	      of  the  more interesting	effects... don't use it.  Use -samples
	      instead.

       -gamma value
	      Use a prescribed gamma correction	factor.	The default  value  is
	      1.0.   Good values are in	the 1.4-2.2 range, but this may	depend
	      on the map and the game you are compiling	it for.
	      Games that use r_overBrightBits and  r_mapOverBrightBits	(Quake
	      III  Arena,  most	notably) will need those cvars disabled	unless
	      -compensate is used accordingly.

       -lightmapsize size
	      Limits the lightmap size.

       -lomem Decreases	memory usage at	the cost of  increased	compile	 time.
	      If  you  are  getting safe_malloc	errors,	or just	running	out of
	      memory, try this option.

       -nocollapse
	      Disables collapsing of identical lightmaps.  This	switch is  re-
	      quired for Q3Map2	lightstyles.

       -nogrid
	      Disables calculation of the lightgrid.

       -normalmap
	      Colors lightmaps based on	the facings of their vertex normals.

       -nosurf
	      Disables	the surface tracing of detail brushes and patch	meshes
	      for shadow casting.

       -notrace
	      No light tracing is performed. As	a result, no shadows  will  be
	      cast.

       -novertex
	      Disables the calculation of vertex lighting.

       -patchshadows
	      Enables the casting of shadows by	patch meshes.

       -pointscale factor
	      Scales  up  point	(entity) lights	by the prescribed factor.  De-
	      fault is 1.0.

       -samples	value
	      Enables intelligent antialiasing of shadow edges	in  lightmaps.
	      A	value of 2 both	looks good and compiles	quickly, while a value
	      of 3 looks great but compiles somewhat more slowly.

       -scale factor
	      Scales up	all light sources by the prescribed factor. Default is
	      1.0.

       -shade Enables phong shading.

       -sky factor
	      Scales  up  all  sun/sky light sources by	the prescribed factor.
	      Default is 1.0.

       -sunonly
	      Computes sun/sky light only, no other light sources.

       -super value
	      Enables arbitrarily ordered grid supersampling of	lightmaps.

       -thresh threshhold
	      Sets the recursive triangle subdivision threshhold.  The thresh-
	      hold range is 0.0	to 1.0.

   Options for the -convert command
       This command is used to convert an existing .bsp	file  to  a  different
       format.	 By default, q3map2 converts a compiled	.bsp file into an .ase
       model.  Other formats are available via the -format option.

       This command can	by used	to decompile a .bsp  file  back	 into  a  .map
       file.  Most entities are	lost, as is all	texture	alignment information.
       The  converted  output  is written to the maps subdirectory of the game
       base directory.

       It can also be used to convert a	.bsp file from one game	 to  an	 other
       (the  other  game  is specified with the	-game option). This feature is
       experimental.

       The following options can be used with the -convert command:

       -format format
	      Specify the output format	for the	-convert command.   format  is
	      one of the following: ase, map, quake3, wolf, et,	etut, ef, jk2,
	      sof2, tenebrae

EXAMPLES
       BSP phase:
	      q3map2 -bsp -v -meta mymap.map

       VIS and LIGHT phases with test settings:
	      q3map2 -vis -v -saveprt -fast mymap.map
	      q3map2 -light -v -faster mymap.map

       VIS and LIGHT phases with final settings:
	      q3map2 -vis -v -saveprt mymap.map
	      q3map2 -light -fast -super 2 -bounce 6 mymap.map

       Convert a Wolfenstein: Enemy Territory .bsp file	to a .map file:
	      q3map2 -game et -convert -format map etmap.bsp

HISTORY
       Q3Map2 started out as a bugfix for Q3Map, the original Quake 3 map com-
       piler.  Q3Map was written by Id Software	Inc.

AUTHOR
       The bicycle-riding, aids-fighting, wonder-coding	superhero ydnar	is the
       man behind q3map2. He is	on the government's list of the	50 best	people
       in the USA.

       The  text for this manpage was edited and converted by Ingar (ingar@te-
       lenet.be)    from    the	   text	   available	at     http://en.wiki-
       books.org/wiki/Q3Map2.

COPYRIGHT
       This  text  is  available under the terms of the	GNU Free Documentation
       License.	  The  full  text  of	this   license	 can   be   found   at
       http://www.gnu.org/licenses/fdl.txt

SEE ALSO
       http://en.wikibooks.org/wiki/Q3Map2

q3map2 2.5.16		       18 september 2006		     q3map2(6)

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