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Compilation : test x final

Posted: Sat Jul 08, 2006 1:37 am
by mcunha98
For my best result i use for test this bat:

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"d:\maps\mohaa\Q3map.exe"  -gamedir C:\ARQUIV~1\EAGAME~1\MOHAA d:\maps\mohaa\maps\obj\user_98ligaobj2006.map
"d:\maps\mohaa\MOHlight.exe"  -gamedir C:\ARQUIV~1\EAGAME~1\MOHAA d:\maps\mohaa\maps\obj\user_98ligaobj2006.map
Copy "user_98ligaobj2006.bsp" C:\ARQUIV~1\EAGAME~1\MOHAA\main\maps\obj
Copy "user_98ligaobj2006.txt" C:\ARQUIV~1\EAGAME~1\MOHAA\main\maps\obj\user_98ligaobj2006.scr
Copy "user_98ligaobj2006.txt" "user_98ligaobj2006.scr"

And is my first compilation using final parameters (with vis and light final ilumination). I used this parameters:

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"d:\maps\mohaa\Q3map.exe" -v -gamedir C:\ARQUIV~1\EAGAME~1\MOHAA d:\maps\mohaa\maps\obj\user_98ligaobj2006.map
"d:\maps\mohaa\Q3map.exe" -vis -v -gamedir C:\ARQUIV~1\EAGAME~1\MOHAA d:\maps\mohaa\maps\obj\user_98ligaobj2006.map
"d:\maps\mohaa\MOHlight.exe"  -gamedir -final C:\ARQUIV~1\EAGAME~1\MOHAA d:\maps\mohaa\maps\obj\user_98ligaobj2006.map
Copy "user_98ligaobj2006.bsp" C:\ARQUIV~1\EAGAME~1\MOHAA\main\maps\obj
Copy "user_98ligaobj2006.txt" C:\ARQUIV~1\EAGAME~1\MOHAA\main\maps\obj\user_98ligaobj2006.scr
Copy "user_98ligaobj2006.txt" "user_98ligaobj2006.scr"
Is the best parameters or exist another parameters to execute a good/excelent last compilation (with VIS effect and light) :oops:

And for ending, how i send the compilation result to a log file ?

Example: compile bla bla bla > c:\mymap.log

Posted: Sat Jul 08, 2006 4:52 am
by lizardkid
I deleted your doubled post for you.

I don't think -v is good for final compiles, verbose skips a load of steps doesnt it?

and there are faster things for test compilation, -bounce 0 in Light, -v in BSP, and a couple others. i believe jv has a manual to describe it all, somewhere. i've only seen it a couple times.

EDIT: Cant find it in the tutorials... not sure where it is

Compiling Options

Posted: Sat Jul 08, 2006 6:56 am
by tltrude
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.
-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

==================================================================
For MBuilder:

You can make seperate logs for all steps, or just the one you need. In Mbuilder, click on "change" and put the additional code lines after your compile options. The space and ">" symbol are important. The text file can have any name you wish.

-v > C:\Documents and Settings\tltrude\Desktop\log_bsp.txt

-v > C:\Documents and Settings\tltrude\Desktop\log_vis.txt

-final > C:\Documents and Settings\tltrude\Desktop\log_light.txt

I have a shortcut on my desktop, so the logs can be trashed easily after looking them over. But, you can have the logs go to any folder you like. Also, when using these logs, the details of the compilers will not be seen in the DOS window during the compile.

Last edited by tltrude on 8-25-2005.

Posted: Sat Jul 08, 2006 1:25 pm
by mcunha98
First, sorry for duplicate the thread.

Well, with base in all descriptions posted in your replys i used this .bat as "final" compilation:

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"d:\maps\mohaa\Q3map.exe" -gamedir C:\ARQUIV~1\EAGAME~1\MOHAA d:\maps\mohaa\maps\obj\user_98ligaobj2006.map > c:\~log_bsp.txt
"d:\maps\mohaa\Q3map.exe" -vis -gamedir C:\ARQUIV~1\EAGAME~1\MOHAA d:\maps\mohaa\maps\obj\user_98ligaobj2006.map  > c:\~log_vis.txt
"d:\maps\mohaa\MOHlight.exe"  -gamedir -final C:\ARQUIV~1\EAGAME~1\MOHAA d:\maps\mohaa\maps\obj\user_98ligaobj2006.map  > c:\~log_light.txt
Copy "user_98ligaobj2006.bsp" C:\ARQUIV~1\EAGAME~1\MOHAA\main\maps\obj
Copy "user_98ligaobj2006.txt" C:\ARQUIV~1\EAGAME~1\MOHAA\main\maps\obj\user_98ligaobj2006.scr
Copy "user_98ligaobj2006.txt" "user_98ligaobj2006.scr"

cd C:\ARQUIV~1\EAGAME~1\MOHAA
"C:\ARQUIV~1\EAGAME~1\MOHAA\MOHAA.exe" +set developer 1 +set thereisnomonkey 1 +set cheats 1 +set ui_console 1 +g_gametype 4 +devmap user_98ligaobj2006

One last question (if none comment about this bat is posted), how i define a constant in bat file to tell "final version" or "test version" (a hyperlink of .bat files programming tutorial is good for this question).

Posted: Sat Jul 08, 2006 1:32 pm
by Rookie One.pl
lizardkid wrote:I don't think -v is good for final compiles, verbose skips a load of steps doesnt it?
Wrong. Verbose just makes more information to be output.
lizardkid wrote:and there are faster things for test compilation, -bounce 0 in Light, -v in BSP, and a couple others. i believe jv has a manual to describe it all, somewhere. i've only seen it a couple times.
You're wrong on a couple of things. First of all, the point of the final compile is not to make it quick, but exact. ;) And -bounce 0 disables the radiosity lighting (i.e. the light 'bounced off' surfaces). -v outputs more information, as I've written before. And Tom already provided you with the parameter list. :)

Mbuilder

Posted: Sat Jul 08, 2006 6:51 pm
by tltrude
I don't understand why you are not using "MBuilder". It is a front end program that makes the bat file for you.

You don't need a bat file to rename the extention of your script. Just right click on the ".txt" file and rename it ".scr".

Here is a bat file that MBuilder made.

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"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -v > C:\Documents and Settings\tltrude\Desktop\log_bsp.txt -gamedir  C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\obj_dam2.map
"C:\PROGRA~1\MOHAAT~1\Q3map.exe" -vis -v > C:\Documents and Settings\tltrude\Desktop\log_vis.txt -gamedir  C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\obj_dam2.map
"C:\PROGRA~1\MOHAAT~1\MOHlight.exe" -final > C:\Documents and Settings\tltrude\Desktop\log_light.txt -gamedir  C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\obj_dam2.map
pause
Copy "C:\PROGRA~1\EAGAME~1\MOHAA\main\maps\tltrude\obj_dam2.bsp" \main\maps\obj
"-final" for lighting takes some time to compile and most mappers only do it when their map is finished. If you look at the bat file above, you well see that I store my .map files in a folder named tltrude.

Re: Mbuilder

Posted: Sat Jul 08, 2006 8:43 pm
by mcunha98
I don't understand why you are not using MBuilder
- I prefer have control of my script, MBuilder is a very tool but from begin of my maps i learn use a .bat file and is my preference !

You don't need a bat file to rename the extention of your script.
- No. If i change my map many times, i need all test renaming "manually" the file ? Thanks, i put in script yes...

Here is a bat file that MBuilder made.

"-final" for lighting takes some time to compile and most mappers only do it when their map is finished. If you look at the bat file above, you well see that I store my .map files in a folder named tltrude.
- Well, i put final directive, but after 6 hours nothing yet...

script

Posted: Sun Jul 09, 2006 4:18 am
by tltrude
You can modify the file type ".scr" to open with Notepad. Then you will not have to change from txt to scr because you can edit .scr files directly.

tools --> folder options --> file type

I have also modified the file type ".map" to open with Notepad. It is also a text file and can be modified outside of Raident.

Also, Winzip or Winrar can be set to open .pk3 files.

Posted: Sun Jul 09, 2006 7:44 am
by jv_map

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"d:\maps\mohaa\Q3map.exe" -v -gamedir C:\ARQUIV~1\EAGAME~1\MOHAA d:\maps\mohaa\maps\obj\user_98ligaobj2006.map
"d:\maps\mohaa\Q3map.exe" -vis -v -gamedir C:\ARQUIV~1\EAGAME~1\MOHAA d:\maps\mohaa\maps\obj\user_98ligaobj2006.map
"d:\maps\mohaa\MOHlight.exe"  -gamedir -final C:\ARQUIV~1\EAGAME~1\MOHAA d:\maps\mohaa\maps\obj\user_98ligaobj2006.map
Note that the location of your -final keyword is wrong, right now you're telling mohlight mohaa is located in the '-final' folder :P

Never use -v because it spams the window and conceals important error messages.

Furthermore, I suggest using:
  • BSP
    • -blocksize 0. This will reduce the number of portal splits, sometimes considerably improving compile time.
  • LIGHT
    • -bounce 0 is a good idea since radiosity in mohaa is either unnoticable or bad-looking, and takes long to be calculated. 8 bounces (the default) is far too much anyway.. you'd be happy to ever notice the first bounce. Perhaps use -bounce 1.
Example:

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"d:\maps\mohaa\Q3map.exe" -blocksize 0 -gamedir C:\ARQUIV~1\EAGAME~1\MOHAA d:\maps\mohaa\maps\obj\user_98ligaobj2006.map
"d:\maps\mohaa\Q3map.exe" -vis -gamedir C:\ARQUIV~1\EAGAME~1\MOHAA d:\maps\mohaa\maps\obj\user_98ligaobj2006.map
"d:\maps\mohaa\MOHlight.exe" -bounce 0 -final -gamedir C:\ARQUIV~1\EAGAME~1\MOHAA d:\maps\mohaa\maps\obj\user_98ligaobj2006.map

Posted: Sun Jul 09, 2006 8:14 am
by Rookie One.pl
So speaks the mighty Jv. :P

Posted: Sun Jul 09, 2006 8:23 am
by lizardkid
he used the list function! i didnt know that could be used by other than the tutorial gods! all hail jv!

deja vu. for some reason.

Posted: Sun Jul 09, 2006 8:49 am
by jv_map
Amen. Sometimes I need to beam down knowledge to you mortals :) .. but only if you bring timely offerings :P

Posted: Sun Jul 09, 2006 1:54 pm
by Rookie One.pl
Fungus is away, so I take over his duty. :P

A muffin sacrificed for Jv the Great! :lol:
Image

Posted: Sun Jul 09, 2006 4:41 pm
by jv_map
Yummi :D

/me repositions the stars in a favourable way.