Addendum to compiling tutorial.

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CH4NDL3R
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Addendum to compiling tutorial.

Post by CH4NDL3R »

From shaderlab.com

-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: ?

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


-tmpout:
Outputs files to a folder named tmp (but need further explanations)


-fakemap:
Write out a fakemap.map This map will contain a worldspawn entity with all the world brushes.


-all: ?
jv_map
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Wow

Post by jv_map »

Thanks CH4NDL3R.

I'm not sure if I get all this and I think I'm not the only one, but at least this explanation is better than none.

:shock: :roll:
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