wanted list of compiler settings that work
Posted: Mon Jul 16, 2007 5:07 am
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 .
MoHAA Mapping
http://map.moh-central.net/forum/
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 .-nosubdivide: ?
-nomerge: ?
-expand: ?
-tmpout: ?
-fakemap: ?
-all: ?

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 .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.
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 minebdbodger wrote:I ment when you change the paths you have to exit and restart it . That is one thing that annoyed me .
// 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");
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]