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The Best Settings for a Final Compile
Posted: Sat May 22, 2004 4:26 am
by Krane
Ok guys, what's the best compile settings in MBuilder for a better performance/looking? Is it good to check "final" for light? In the BSP options, "full detail" makes the map look better?
Posted: Sat May 22, 2004 6:58 am
by jv_map
Never even touch -fulldetail

it makes all your detail brushes structural
Instead, compile with:
bsp: -blocksize 0
vis: -vis
light: -final (-staticshadows)
Posted: Sat May 22, 2004 7:39 am
by Krane
blocksize: is this improve something (map performance and/or fps)?
or this just speed compiling?
Posted: Sat May 22, 2004 8:17 am
by jv_map
-blocksize 0 disables block splits, which should result in a faster compile. Theoretically this could be decremental to fps, though I doubt it (block splits generally are erratic, anyway).
Posted: Sat May 22, 2004 2:44 pm
by Krane
jv_map wrote:bsp: -blocksize 0
vis: -vis
light: -final (-staticshadows)
What's -vis? My MBuilder options only show -fast and -verbose. Do I have to type this on the field?
Posted: Sat May 22, 2004 2:56 pm
by jv_map
No it will go automatically if you use MBuilder.
Posted: Sat May 22, 2004 4:05 pm
by Krane
1st of al thanks,m8. I'm detonating you w/ questions. But I have one more:
What -extragrid in the light stage exactly do? Is this good for appearance or is just good for bots?
Txs

!
help
Posted: Sat May 22, 2004 10:29 pm
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. Click on "change" and put the code after your compile options. The text file can have any name you wish.
-v > c:\WINDOWS\desktop\log_bsp.txt
-v > c:\WINDOWS\desktop\log_vis.txt
-final > c:\WINDOWS\desktop\log_light.txt
I have them going to my desktop, so they can be trashed easily after looking them over. But, your path to the desktop may be different. Also, using these logs, nothing will be printed to the DOS window during the compile.
Last edited by tltrude on 29-11-2003.
Re: The Best Settings for a Final Compile
Posted: Mon May 24, 2004 4:17 am
by rodney
Krane wrote:Ok guys, what's the best compile settings in MBuilder for a better performance/looking? Is it good to check "final" for light? In the BSP options, "full detail" makes the map look better?
Ask to the Blue60007... he is the best of the best in to the world to compile!!!
He can compile my map... with more than 20.000 bushes... and withought problem!!!
I do not understand what is the settings of the use... but i am certain to he use wonderfull settings!!!
Thanks!!!
Now in portuguese... because Krane speak portuguese:
Falando em portugu?s eu posso falar o que eu desekar... que s? voc? vai entender... bom vou falar como se fosse uma p.m... de um jeito pessoal!!! Mas vamos falar sobre a sua d?vida:
Blue60007 ? o melhor do mundo para compilar... ele compilou o meu mapa sem problemas!!! Pegue as configura??es que ele usa... mas eu lhe recomendo mandar uma p.m... para o Blue60007... ele talvez n?o queira deixar em p?blico a configura??o!!!
Ele conseguiu concertar um erro do meu mapa... aparecia... que eu tinha ultrapassado os limites de bushes do jogo... e ningu?m do FORUM respondeu... durante semanas... eu perguntado... e ningu?m sabia como concertar...
O problema ? no jogo e n?o no mapa... mas o Blue60007... concertou sem dificuldades!!! Mas quero ver agorra que eu tenho o dobro do limite do jogo... quem sabe ele compila!!!
Mande a p.m... e fale que ? voc? que est? me ajudando a terminar o meu mapa... se voc? precisar compilar algum mapa... ele ajuda!!!
Esperro ter ajudado!!!
E n?o confundido!!!
Posted: Mon May 24, 2004 3:33 pm
by Krane
Thanks, my General! That will be very helpfull.
And rodney: Thanks but I don't think is polite to write things in another language than english here, so keep your portuguese comments for a private message, ok?
Thanks jv and tltrude

!
Posted: Wed May 26, 2004 11:04 pm
by rodney
oK
Posted: Thu May 27, 2004 4:47 pm
by m4rine
hmmm Rodney put English first so i think it is fine, not taking up very much space really
