wanted list of compiler settings that work

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bdbodger
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wanted list of compiler settings that work

Post by bdbodger »

If you have already tested to see what compiler settings work it would save me some time on a project I am doing . Thanks in advance .
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jv_map
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Post by jv_map »

This reference is still rather reliable :)

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bdbodger
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Post by bdbodger »

Thanks JV that is what I needed
-nosubdivide: ?
-nomerge: ?
-expand: ?
-tmpout: ?
-fakemap: ?
-all: ?
Did you ever figure out if those worked or what they are ? Here is what I am working on a new compiler frontend . It runs the compile in a window and has a log file option , an option for the path to each of the compilers mohaa or sh/bt and will use the right set ( after you set the paths ) depending on your game choise . There is also an option to move the bsp to the right directory like mbuilder has . You can add or take maps from the choosen map directory and the list updates . Unlike mbuilder you don't have to close and open the program for the changes to take effect .

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wacko
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Post by wacko »

I could cry seeing this tool now with MOH almost dead: You could've become a hero for doing it years ago. Well, you will anyway, but there will be less who know :P

Just wanted to state that I never had to restart MBuilder for "changes to take effect", instead I have a "Refresh Maps" button. So this I don't understand.
But: My MBuilder does sth else: Selecting Gametype FFA/TDM/RB, it changes the source folder instead of the target folder which makes it try to fetch the map from where it isn't and save the bsp to where it doesn't belong: Very annoying.
And: It doesn't know about working with 2 monitors: All windows always open in the center between my two screens :evil: Maybe this could be avoided in ur tool without too much trouble?!

About the missing parameters, I'd say you shouldn't waste too much time on them. You could add a text input field where ppl can enter their favorite extraordinary params, but that ought to be fine.

Cool feature, btw, could be safeable settings, e.g 'fast' and 'final' that could be selected via radiobox or pulldown...

Good luck and thanks in advance
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bdbodger
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Post by bdbodger »

wacko wrote: Just wanted to state that I never had to restart MBuilder for "changes to take effect", instead I have a "Refresh Maps" button. So this I don't understand.
I ment when you change the paths you have to exit and restart it . That is one thing that annoyed me . I would have wrote it long ago but it is only in the last few years that I have gotten more into programming in visual basic and have joined a VB forums . I have dabbled a bit for several years . Any one know what cartridge basic was ? lol probably not .
Last edited by bdbodger on Mon Jul 16, 2007 6:26 pm, edited 1 time in total.
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wacko
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Post by wacko »

bdbodger wrote:I ment when you change the paths you have to exit and restart it . That is one thing that annoyed me .
Aaah, I see. U're right there of course. I don't change these settings ever, so I didn't see this as a problem (esp. compared to mine :P )
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ViPER
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Post by ViPER »

I'm looking forward to this - I still have a modding and mapping task list that will keep me bussy for years. So im not going anywhere.
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Post by jv_map »

-nosubdivide: ?
-nomerge: ?
-expand: ?
-tmpout: ?
-fakemap: ?
-all: ?

I doubt they do anything remotely useful, or anyone uses them.

...


Ok I'll confess, I don't know :oops:
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Post by tltrude »

What, no popup window with a list of known compiler errors? It would sure save a lot of forum posts!
Tom Trude,

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bdbodger
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Post by bdbodger »

Found some stuff here in the q3 source code . The first two maybe usefull
// subdivide each drawsurf as required by shader tesselation
if ( !nosubdivide ) {
SubdivideDrawSurfs( e, tree );
}

// merge together all common shaders on the same plane and remove
// all colinear points, so extra tjunctions won't be generated
if ( !nomerge ) {
MergeSides( e, tree ); // !@# testing
}

else if (!strcmp(argv, "-expand"))
{
testExpand = qtrue;
_printf ("Writing expanded.map.\n");
}
else if (!strcmp (argv,"-tmpout"))
{
strcpy (outbase, "/tmp");
}
else if (!strcmp (argv,"-fakemap"))
{
fakemap = qtrue;
_printf( "will generate fakemap.map\n");
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wacko
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Post by wacko »

Maybe of some use could be Soldier OF Fortune: Here are the command options of SOF2MAP, its compiler

Code: Select all

D:\>sof2map
SoF2Map v1.0c (c) 2000 Raven Software Inc.

usage: sof2map
-bsp [options] mapfile // Bsps a map
-vis [options] mapfile // Vises a previously bsped map
-light [options] mapfile // Lights a previously bsped and vised map
-all mapfile // Bsps, vises, then lights a map (passes all optio
ns on to each)
-vlight [options] mapfile // Vertex lights a map
-lwo BSPfile // Creates a light wave object file
-info [options] mapfile // Diplays map info


D:\>sof2map -bsp
SoF2Map v1.0c (c) 2000 Raven Software Inc.

---- BSP ----
usage: sof2map -bsp [options] mapfile
-v // Verbose output for world model
-threads n // Set to the number of processors in your system
-verboseentities // Verbose output for submodels
-notjunc // Do not add in vertices required to fix t-junctions
-nosubdivide // Don't tessalate surfaces or split surfaces for fog
-nowater // Removes brushes with a content of water or lava
-nofog // Don't split drawSurfs for fog
-nocurves // Do not parse patches
-nodetail // Removes brushes marked detail
-fulldetail // Make detail brushes structural
-vertexlighting // Make the whole map vertex lit only
-showseams // Show the seams on the terrain
-samplesize n // Set the lightmap pixel size to NxN units
-chopsize n // Set the chop size of the map (default is 1024)
-leaktest // Quick exit if the map leaked
-onlyents // Only update entities
-expand // Writes out expanded.map which is 16x original size
-rename // Renames the misc_model shaders to append them with _BSP
-fakemap // Writes out fakemap.map as all the brushes without entitie
s
-tmpout // Prepends "/tmp" to the .gl output file
-tempname name // Used with remote bsping (Do not use)
-glview // Write a .gl output file
-draw // ??

D:\>sof2map -vis
SoF2Map v1.0c (c) 2000 Raven Software Inc.

---- Vis ----
usage: sof2map -vis [options] bspfile
-v // Verbose output
-threads n // Set to the number of processors in your system
-distancecull n // Set the distance cull (overriding the worldspawn value)
-fast // Enable fastvis
-nopassage // Use portal based vis (instead of passage-portal)
-passageOnly // Use passage based vis
-merge // Attempt to merge leaves but not through hints
-nosort // Do not sort by portal complexity
-saveprt // Do not delete portal file on exit
-tmpin // Prepends '/tmp' to the input filename
-tmpout // Prepends '/tmp' to the output filename

D:\>sof2map -light
SoF2Map v1.0c (c) 2000 Raven Software Inc.

----- Lighting ----
usage: sof2map -light [options] mapfile
-v // Verbose output
-threads n // Set to the number of processors in your system
-notrace // Don't cast any shadows
-novertex // Don't calculate vertex lighting
-nogrid // Don't calculate light grid for dynamic model lighting
-nosurf // No tracing against surfaces
-patchshadows // Enable calculation of shadows for patches
-border // Adds debug border to lightmaps
-extra // Enable super sampling for anti-aliasing
-extrawide // Same as extra but smoothen more
-area f // Set the area light scale to f
-point f // Set the point light scale to f
-samplesize n // Set the lightmap pixel size to n x n units (Default 16)
-dump // Dump occlusion map

D:\>sof2map -all
SoF2Map v1.0c (c) 2000 Raven Software Inc.

---- BSP ----
usage: sof2map -bsp [options] mapfile
-v // Verbose output for world model
-threads n // Set to the number of processors in your system
-verboseentities // Verbose output for submodels
-notjunc // Do not add in vertices required to fix t-junctions
-nosubdivide // Don't tessalate surfaces or split surfaces for fog
-nowater // Removes brushes with a content of water or lava
-nofog // Don't split drawSurfs for fog
-nocurves // Do not parse patches
-nodetail // Removes brushes marked detail
-fulldetail // Make detail brushes structural
-vertexlighting // Make the whole map vertex lit only
-showseams // Show the seams on the terrain
-samplesize n // Set the lightmap pixel size to NxN units
-chopsize n // Set the chop size of the map (default is 1024)
-leaktest // Quick exit if the map leaked
-onlyents // Only update entities
-expand // Writes out expanded.map which is 16x original size
-rename // Renames the misc_model shaders to append them with _BSP
-fakemap // Writes out fakemap.map as all the brushes without entitie
s
-tmpout // Prepends "/tmp" to the .gl output file
-tempname name // Used with remote bsping (Do not use)
-glview // Write a .gl output file
-draw // ??[quote][/quote]
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wacko
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Post by wacko »

Google is ur friend :wink: How much of this is relevant for MOH, I don'T know tho


nosubdivide:
With this instruction, visible surfaces are not subdivided. Q3Map usually subdivides each drawsurf, as is required by shader tessellation. Tesssize is ignored and brush faces are left alone, when this switch is used. An example would be the lava in Q3DM7, which is tessellated to 128 units.

nomerge:
If true, do not merge faces that share the same edge on the same plane.

expand:
Expands all the brush planes, and saves a new map out, to allow visual inspection of the clipping bevels.

tmpout:
The output files will be written to a folder called tmp.

fakemap:
Writes out a fakemap.map. This map will contain a worldspawn entity and all the world brushes.

all:
? hard to find in google :P
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bdbodger
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Post by bdbodger »

-nomanvis won't work with -vis like stated in JV's tutorial but does work if -vis is not used . -nosort works with -vis only . -leaktest works with bsp stage but not -vis . -fakemap works but is a bit strange . It geneated fakemap.map and a couple of models it made into brushes or maybe it was the .map file for the static models not sure . No textures .

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-expand does almost the same as fakemap but increases the size of the brushes 16x and creates expand.map won't work with -vis . -all runs both the bsp stage and vis without haveing to use the -vis option and -fast will work as long as you use -vis or -all . -nosubdivide and -nomerge work .
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