I get this error when using mbuilder. the tut says dont forget this (-vis) or your running a bsp process. Could someone explain this to me?
My map looks fine though, I'm thinking i get this error because there is no vis info, maybe?
Or maybe i'm leaving something out.
I use this for testing
bsp
vis
light -fast
and this for final
bsp
vis -vis
light -final -staticshadows
unkown option -vis
Moderator: Moderators
1) batch files working? MOHLight and all that in the right places?
2) try pointfile for leaks
3) hug your computer and hope really really hard that it works
for testing i use
bsp -v
vis -fast -v
light -verbose -fast -bounce 0
final i use the same as you.
2) try pointfile for leaks
3) hug your computer and hope really really hard that it works
for testing i use
bsp -v
vis -fast -v
light -verbose -fast -bounce 0
final i use the same as you.
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Abyssus pro sapientia
Olympus pro Ignarus
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AND STUFF™ © 2006
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
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panTera
- Brigadier General
- Posts: 573
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- Contact:
> unkown option -vis
That's because -vis is not a valid command. If you want to do a full vis, just leave the line blank, that's the default.
Valid vis-settings are:
-fast (no PVS (PotentialVisibilitySet) is created, meaning all portals are visible, only use for quick testing)
-verbose (just more text output if you use logfiles)
-level 1 (the higher the -level, the more accurate the vis)
-level 2
-level 3
-level 4 (the same as full vis and takes the longest but is best)
But again for full vis just leave the line blank.
Personally I never use -final for lighting, as my experience is that it helps getting rid of some minor 'shadow' bugs but at the same time creates others. It also takes about three times longer which I don't think is worth it. Most people will say -final is better but IMO the benefits are minimal.
That's because -vis is not a valid command. If you want to do a full vis, just leave the line blank, that's the default.
Valid vis-settings are:
-fast (no PVS (PotentialVisibilitySet) is created, meaning all portals are visible, only use for quick testing)
-verbose (just more text output if you use logfiles)
-level 1 (the higher the -level, the more accurate the vis)
-level 2
-level 3
-level 4 (the same as full vis and takes the longest but is best)
But again for full vis just leave the line blank.
Personally I never use -final for lighting, as my experience is that it helps getting rid of some minor 'shadow' bugs but at the same time creates others. It also takes about three times longer which I don't think is worth it. Most people will say -final is better but IMO the benefits are minimal.
options
Here are all the compile option--not a bad idea to copy this to a text file and stick it in docs.
---------------------------------------
Compiling Options/settings by jv_maps
=============================================================
1. q3map (bsp phase)
Here are all the options and flags you can use during the bsp-phase. There are a few where I'm not sure about what they do, for these I've left out the explanation. All italic text has been quoted from the q3map help screen.
Basic Options
-gamedir [gamedir] : Make this point to the directory Mohaa.exe is in. You may as well use relative paths (e.g. ../..).
-blocksize [blocksize] : Sets the size of block portals. These are automatically generated portals and are usually not beneficial for the -vis compile speed nor for the frame rates when playing your map. This setting defaults to 1024 but can be set to 0 to disable blocksize portal splits, which I would strongly recommend.
-onlyents : only updates the entities in your map without changing the architecture. Very useful when you only changed some entities and don't want to wait a long time for your compile. Doesn't work with lights though.
-nohint : all hint brushes are ignored, no additional portal splits are created.
-snapdistance [distance] : This option snaps vertices to the grid that are within [distance] units away from the grid. Defaults to 0.1 unit.
-nostatic : Disables the addition of Static Collision Masks to the scene. These are .map files in the same directory as static tikis in pak0.pk3. These masks consist of different material type clip brushes which tell the game what kind of debris has to be spawned when the player shoots at them. Compiling with the -nostatic option will cause all static models to go non-solid.
-visiblestatic: Makes the Static Collision Masks use a visible shader. This is useful for when you're creating your own collision masks. When testing your map, you might have to type 'r_drawstaticmodelpoly 0' in the console to see the masks.
Additional Options (not tested)
-v[erbose] : increase the text output when compiling to get additional information on what's currently happening, but slows down the compile.
-threads : Sets the number of CPU threads to use. If not specified, all CPUs in the computer are used. I'm not sure if this makes any difference, because I only have processor.
-fulldetail : all detail brushes are considered structural. Never use this option, unless you'd want to wait hours for your vis-compile.
-nodetail : detail brushes are ignored, so you'll get a result that looks like your map in Radiant with the detail filter on.
-detailterrainborders : force terrain mesh boundaries to be flagged max detail.
-notjunc : disables automatic t-junction fixing. T-junctions are very small 'sparkles' that you can sometimes see when brushes don't exactly fit. If you run q3map with -notjunc, you have a larger chance of seeing these sparkles.
-moddir [moddir] : mod subdirectory of gamedir
-chopblocklast : do blocksize chops after other chops.
-nowater : water brushes (top or bottom texture has surfaceparm water) are ignored.
-nocurves : all curves and patches are ignored, they will not show up in game so to say.
-nosubdivide
-nomerge
-expand
-tmpout
-fakemap
-all
=================================================================
2. q3map (vis phase)
Basic Options
-vis : just don't forget this one, otherwise you're running a BSP process. [MBuilder put it in for you]
-gamedir [gamedir] : Make this point to the directory Mohaa.exe is in. You may as well use relative paths (e.g. ../..).
-nomanvis : Disable manual vis, such as vis leaf groups. I must admit I don't know much about manual vis, because I always use automatic vis, but if you have anything to add just tell. (This option is not tested)
Additional Options (not tested)
-threads : Sets the number of CPU threads to use. If not specified, all CPUs in the computer are used.
-v[erbose] : increases text output, slows down the compile.
-fast : all view portals are visible, very fast but may have severe performance impact.
-moddir [moddir] : mod subdirectory of gamedir
==================================================================
3. Mohlight (lighting phase)
Basic options
-gamedir [gamedir] : Make this point to the directory Mohaa.exe is in. You may as well use relative paths (e.g. ../..).
-bounce [num] : Sets the number of radiosity bounces to do. Defaults to 8. Radiosity means that every texture emits light if it's lighted, for example, a red curtain will color the surrounding walls slightly red. This light red will bounce off the wall to other brushes, until the number of bounces is reached.
-final : Sets all lighting options to full detail except -chop.
-fast : Loses some lighting quality for a faster compile.
-staticshadows : Makes static models cast shadows. This can make your map look a lot more realistic, but will add unbelievably to the compile time. With -staticshadows, you can expect your compile to take about 4 times as long.
Additional Options (not tested)
-moddir [moddir] : mod subdirectory of gamedir
-threads : Sets the number of CPU threads to use. If not specified, all CPUs in the computer are used.
-v[erbose] : Enables verbose message output (you get more info)
-area [num] : Sets the scale of surface lights. Default is 1.0 Surface lights are all light emitting textures.
-point [num] : Sets the scale of point lights. Default is 1.0 Entity lights are also known as point lights.
-notrace : Don't do any occlusion testing at all (no shadows)
-nosurfshadows : Brush surfaces don't cast shadows
-nocurveshadows : Curved surfaces don't cast shadows.
-nopatchshadows : Terrain patches don't cast shadows.
-nocurvelight : Don't light curved surfaces
-nopatchlight : Don't light terrain patches
-nodiffusesun : Don't do the diffuse sunlight calculations Sun diffuse can be set in the worldspawn.
-nogrid : Don't calculate the entity lighting grid The lighting grid is used to adjust the brightness of entities, even when they move around, such as the player's gun getting darker in shadowed areas.
-radgrid : Calcule Radiosity into the Light Grid
-vertex : Enable vertex lighting of the map
-randomdir [dir] : Sets the amount of random lighting direction. Default is 0
-chop : Sets the amount to chop up radiosity patches.
Default value is 64.
-minchop : Sets the smallest size to chop a radiosity patch to. Default value is 64.
-smoothangle : Sets the maximum angle to smooth across. Default is 45.
-extra : Does high detail light sampling. NOTE: Currently only increases sunlighting quality Don't use this, use final.
-extragrid : Does a full detail calculation of the entity lighting grid.
-border : Add debugging borders to the lightmaps
-raddebug [num] : Different debug options when in range 1-4. Never tried any of these, but they may be useful.
-radscale [num] : Radiosity scale factor. Default is 0.95, 0 is no radiosity. Don't set it too high, it will cause a 'fun fair' look.
-attenuate [num] : Sets atmospheric attenuation over distance in percent. Attenuation A means radiosity reduces by A% every 16 units, in addition to the 1 / distance squared falloff. Default is 4. If you have a lot of fog in your map, set this value higher, in a clear atmosphere, set it a bit lower.
-onlygrid : Only calculates the lighting grid.
-ambient [RGB] : Sets the RGB ambient light on a 0 - 255 scale. Crashes Mohlight on my system, but you can set it in the worldspawn with 'ambientlight'.
Well, this is all you can do with the compiling programs, I think. If you have any questions about particular options, just ask. There's always a chance I or anyone else can help you. Do never forget that the compiler makes your map look like the way it does.
Last edited by jv_map on 10-12-2002 at 11:00 PM
==================================================================
---------------------------------------
Compiling Options/settings by jv_maps
=============================================================
1. q3map (bsp phase)
Here are all the options and flags you can use during the bsp-phase. There are a few where I'm not sure about what they do, for these I've left out the explanation. All italic text has been quoted from the q3map help screen.
Basic Options
-gamedir [gamedir] : Make this point to the directory Mohaa.exe is in. You may as well use relative paths (e.g. ../..).
-blocksize [blocksize] : Sets the size of block portals. These are automatically generated portals and are usually not beneficial for the -vis compile speed nor for the frame rates when playing your map. This setting defaults to 1024 but can be set to 0 to disable blocksize portal splits, which I would strongly recommend.
-onlyents : only updates the entities in your map without changing the architecture. Very useful when you only changed some entities and don't want to wait a long time for your compile. Doesn't work with lights though.
-nohint : all hint brushes are ignored, no additional portal splits are created.
-snapdistance [distance] : This option snaps vertices to the grid that are within [distance] units away from the grid. Defaults to 0.1 unit.
-nostatic : Disables the addition of Static Collision Masks to the scene. These are .map files in the same directory as static tikis in pak0.pk3. These masks consist of different material type clip brushes which tell the game what kind of debris has to be spawned when the player shoots at them. Compiling with the -nostatic option will cause all static models to go non-solid.
-visiblestatic: Makes the Static Collision Masks use a visible shader. This is useful for when you're creating your own collision masks. When testing your map, you might have to type 'r_drawstaticmodelpoly 0' in the console to see the masks.
Additional Options (not tested)
-v[erbose] : increase the text output when compiling to get additional information on what's currently happening, but slows down the compile.
-threads : Sets the number of CPU threads to use. If not specified, all CPUs in the computer are used. I'm not sure if this makes any difference, because I only have processor.
-fulldetail : all detail brushes are considered structural. Never use this option, unless you'd want to wait hours for your vis-compile.
-nodetail : detail brushes are ignored, so you'll get a result that looks like your map in Radiant with the detail filter on.
-detailterrainborders : force terrain mesh boundaries to be flagged max detail.
-notjunc : disables automatic t-junction fixing. T-junctions are very small 'sparkles' that you can sometimes see when brushes don't exactly fit. If you run q3map with -notjunc, you have a larger chance of seeing these sparkles.
-moddir [moddir] : mod subdirectory of gamedir
-chopblocklast : do blocksize chops after other chops.
-nowater : water brushes (top or bottom texture has surfaceparm water) are ignored.
-nocurves : all curves and patches are ignored, they will not show up in game so to say.
-nosubdivide
-nomerge
-expand
-tmpout
-fakemap
-all
=================================================================
2. q3map (vis phase)
Basic Options
-vis : just don't forget this one, otherwise you're running a BSP process. [MBuilder put it in for you]
-gamedir [gamedir] : Make this point to the directory Mohaa.exe is in. You may as well use relative paths (e.g. ../..).
-nomanvis : Disable manual vis, such as vis leaf groups. I must admit I don't know much about manual vis, because I always use automatic vis, but if you have anything to add just tell. (This option is not tested)
Additional Options (not tested)
-threads : Sets the number of CPU threads to use. If not specified, all CPUs in the computer are used.
-v[erbose] : increases text output, slows down the compile.
-fast : all view portals are visible, very fast but may have severe performance impact.
-moddir [moddir] : mod subdirectory of gamedir
==================================================================
3. Mohlight (lighting phase)
Basic options
-gamedir [gamedir] : Make this point to the directory Mohaa.exe is in. You may as well use relative paths (e.g. ../..).
-bounce [num] : Sets the number of radiosity bounces to do. Defaults to 8. Radiosity means that every texture emits light if it's lighted, for example, a red curtain will color the surrounding walls slightly red. This light red will bounce off the wall to other brushes, until the number of bounces is reached.
-final : Sets all lighting options to full detail except -chop.
-fast : Loses some lighting quality for a faster compile.
-staticshadows : Makes static models cast shadows. This can make your map look a lot more realistic, but will add unbelievably to the compile time. With -staticshadows, you can expect your compile to take about 4 times as long.
Additional Options (not tested)
-moddir [moddir] : mod subdirectory of gamedir
-threads : Sets the number of CPU threads to use. If not specified, all CPUs in the computer are used.
-v[erbose] : Enables verbose message output (you get more info)
-area [num] : Sets the scale of surface lights. Default is 1.0 Surface lights are all light emitting textures.
-point [num] : Sets the scale of point lights. Default is 1.0 Entity lights are also known as point lights.
-notrace : Don't do any occlusion testing at all (no shadows)
-nosurfshadows : Brush surfaces don't cast shadows
-nocurveshadows : Curved surfaces don't cast shadows.
-nopatchshadows : Terrain patches don't cast shadows.
-nocurvelight : Don't light curved surfaces
-nopatchlight : Don't light terrain patches
-nodiffusesun : Don't do the diffuse sunlight calculations Sun diffuse can be set in the worldspawn.
-nogrid : Don't calculate the entity lighting grid The lighting grid is used to adjust the brightness of entities, even when they move around, such as the player's gun getting darker in shadowed areas.
-radgrid : Calcule Radiosity into the Light Grid
-vertex : Enable vertex lighting of the map
-randomdir [dir] : Sets the amount of random lighting direction. Default is 0
-chop : Sets the amount to chop up radiosity patches.
Default value is 64.
-minchop : Sets the smallest size to chop a radiosity patch to. Default value is 64.
-smoothangle : Sets the maximum angle to smooth across. Default is 45.
-extra : Does high detail light sampling. NOTE: Currently only increases sunlighting quality Don't use this, use final.
-extragrid : Does a full detail calculation of the entity lighting grid.
-border : Add debugging borders to the lightmaps
-raddebug [num] : Different debug options when in range 1-4. Never tried any of these, but they may be useful.
-radscale [num] : Radiosity scale factor. Default is 0.95, 0 is no radiosity. Don't set it too high, it will cause a 'fun fair' look.
-attenuate [num] : Sets atmospheric attenuation over distance in percent. Attenuation A means radiosity reduces by A% every 16 units, in addition to the 1 / distance squared falloff. Default is 4. If you have a lot of fog in your map, set this value higher, in a clear atmosphere, set it a bit lower.
-onlygrid : Only calculates the lighting grid.
-ambient [RGB] : Sets the RGB ambient light on a 0 - 255 scale. Crashes Mohlight on my system, but you can set it in the worldspawn with 'ambientlight'.
Well, this is all you can do with the compiling programs, I think. If you have any questions about particular options, just ask. There's always a chance I or anyone else can help you. Do never forget that the compiler makes your map look like the way it does.
Last edited by jv_map on 10-12-2002 at 11:00 PM
==================================================================
-
panTera
- Brigadier General
- Posts: 573
- Joined: Wed Jan 29, 2003 11:46 pm
- Location: The Netherlands
- Contact:
(I think that is exactly where Viper got the idea from to use that "-vis" command. That document needs to be updated in the vis-phase part.)
I don't think it matters whether you leave the line blank or use -level 4, but personally I'd like to leave it blank as I've tested all sorts of (vague) options and the compiler does not complain when I use a -level higher than 4 (which does not exist as far as I know).
I don't think it matters whether you leave the line blank or use -level 4, but personally I'd like to leave it blank as I've tested all sorts of (vague) options and the compiler does not complain when I use a -level higher than 4 (which does not exist as far as I know).
-
panTera
- Brigadier General
- Posts: 573
- Joined: Wed Jan 29, 2003 11:46 pm
- Location: The Netherlands
- Contact:
The -vis option should not be added when compiling with Mbuilder (since Mbuilder already adds that for you). Thus the blank line.
However, if you compile using your own batch file, you first need to tell q3map that it has to run the VIS-stage at all by using -vis. So to answer that last question, yes. This is because q3map handles both the BSP and the VIS stage.
(Example batch file, full vis)
c:\progra~1\eagame~1\mohaa\mohaat~1\q3map.exe -gamedir c:\progra~1\eagame~1\mohaa c:\progra~1\eagame~1\mohaa\main\mapfiles\test.map
c:\progra~1\eagame~1\mohaa\mohaat~1\q3map.exe -vis -gamedir c:\progra~1\eagame~1\mohaa c:\progra~1\eagame~1\mohaa\main\mapfiles\test.map
c:\progra~1\eagame~1\mohaa\mohaat~1\mohlight.exe -final -staticshadows -gamedir c:\progra~1\eagame~1\mohaa c:\progra~1\eagame~1\mohaa\main\mapfiles\test.map
bold parts > the first tells q3map to start the BSP-stage, the second to start the VIS-stage, the latter defaults to -level 4.
yellow parts > only these parts are additional options.
Edit: for testing with a fast vis you should use:
c:\progra~1\eagame~1\mohaa\mohaat~1\q3map.exe -vis -fast -gamedir c:\progra~1\eagame~1\mohaa c:\progra~1\eagame~1\mohaa\main\mapfiles\test.map
However, if you compile using your own batch file, you first need to tell q3map that it has to run the VIS-stage at all by using -vis. So to answer that last question, yes. This is because q3map handles both the BSP and the VIS stage.
(Example batch file, full vis)
c:\progra~1\eagame~1\mohaa\mohaat~1\q3map.exe -gamedir c:\progra~1\eagame~1\mohaa c:\progra~1\eagame~1\mohaa\main\mapfiles\test.map
c:\progra~1\eagame~1\mohaa\mohaat~1\q3map.exe -vis -gamedir c:\progra~1\eagame~1\mohaa c:\progra~1\eagame~1\mohaa\main\mapfiles\test.map
c:\progra~1\eagame~1\mohaa\mohaat~1\mohlight.exe -final -staticshadows -gamedir c:\progra~1\eagame~1\mohaa c:\progra~1\eagame~1\mohaa\main\mapfiles\test.map
bold parts > the first tells q3map to start the BSP-stage, the second to start the VIS-stage, the latter defaults to -level 4.
yellow parts > only these parts are additional options.
Edit: for testing with a fast vis you should use:
c:\progra~1\eagame~1\mohaa\mohaat~1\q3map.exe -vis -fast -gamedir c:\progra~1\eagame~1\mohaa c:\progra~1\eagame~1\mohaa\main\mapfiles\test.map
