"flareshader", /* default flare shader */
qfalse, /* wolf lighting model? */
128, /* lightmap width/height */
- 1.0f, /* lightmap gamma */
+ 2.2f, /* lightmap gamma */
qtrue, /* lightmap sRGB */
qfalse, /* texture sRGB (yes, this is incorrect, but we better match ET:UT) */
qfalse, /* color sRGB */
------------------------------------------------------------------------------- */
+ /* -------------------------------------------------------------------------------
+
+ Additional surface flags for Quake Live
+
+ ------------------------------------------------------------------------------- */
+
+#define Q_SURF_SNOWSTEPS 0x80000 // snow footsteps
+#define Q_SURF_WOODSTEPS 0x100000 // wood footsteps
+#define Q_SURF_DMGTHROUGH 0x200000 // Missile dmg through surface(?)
+ // (This is not in use atm, will
+ // probably be re-purposed some day.)
+
/* -------------------------------------------------------------------------------
{
"quakelive", /* -game x */
- "baseq3", /* default base game data dir (FIXME what does quake live really use?) */
- ".q3a", /* unix home sub-dir (FIXME what does quake live really use?) */
- "quake", /* magic path word (FIXME where does quake live install to?) */
+ "baseq3", /* default base game data dir */
+ ".quakelive/quakelive/home", /* unix home sub-dir */
+ "quake", /* magic path word */
"scripts", /* shader directory */
64, /* max lightmapped surface verts */
999, /* max surface verts */
{ "ladder", 0, 0, Q_SURF_LADDER, 0, 0, 0 },
{ "nodamage", 0, 0, Q_SURF_NODAMAGE, 0, 0, 0 },
{ "metalsteps", 0, 0, Q_SURF_METALSTEPS, 0, 0, 0 },
+ { "snowsteps", 0, 0, Q_SURF_SNOWSTEPS, 0, 0, 0 },
+ { "woodsteps", 0, 0, Q_SURF_WOODSTEPS, 0, 0, 0 },
+ { "dmgthrough", 0, 0, Q_SURF_DMGTHROUGH, 0, 0, 0 },
{ "flesh", 0, 0, Q_SURF_FLESH, 0, 0, 0 },
{ "nosteps", 0, 0, Q_SURF_NOSTEPS, 0, 0, 0 },
{ "nodlight", 0, 0, Q_SURF_NODLIGHT, 0, 0, 0 },
------------------------------------------------------------------------------- */
/* Derived from Tremulous support by LinuxManMikeC */
+/* Updated to Unvanquished support by Neumond */
/* marker */
{ "clusterportal", W_CONT_CLUSTERPORTAL, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "donotenter", W_CONT_DONOTENTER, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "nonotenterlarge",W_CONT_DONOTENTER_LARGE, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
+ { "donotenterlarge",W_CONT_DONOTENTER_LARGE, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "fog", W_CONT_FOG, W_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
{ "sky", 0, 0, W_SURF_SKY, 0, C_SKY, 0 },
{ "clusterportal", W_CONT_CLUSTERPORTAL, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "donotenter", W_CONT_DONOTENTER, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "nonotenterlarge",W_CONT_DONOTENTER_LARGE, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
+ { "donotenterlarge",W_CONT_DONOTENTER_LARGE, W_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
{ "fog", W_CONT_FOG, W_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
{ "sky", 0, 0, W_SURF_SKY, 0, C_SKY, 0 },
{"-flat", "Enable flat shading (good for combining with -celshader)"},
{"-fulldetail", "Treat detail brushes as structural ones"},
{"-leaktest", "Abort if a leak was found"},
- {"-linefile <filename.lin>", "Line file to write"},
+ {"-linfile <filename.lin>", "Line file to write"},
{"-meta", "Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)"},
{"-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu"},
{"-mi <N>", "Sets the maximum number of indexes per surface"},
struct HelpOption vis[] = {
{"-vis <filename.map>", "Switch that enters this stage"},
{"-fast", "Very fast and crude vis calculation"},
+ {"-hint", "Merge all but hint portals"},
{"-mergeportals", "The less crude half of `-merge`, makes vis sometimes much faster but doesn't hurt fps usually"},
{"-merge", "Faster but still okay vis calculation"},
{"-nopassage", "Just use PortalFlow vis (usually less fps)"},
{"-gridscale <F>", "Scaling factor for the light grid only"},
{"-keeplights", "Keep light entities in the BSP file after compile"},
{"-lightmapdir <directory>", "Directory to store external lightmaps (default: same as map name without extension)"},
+ {"-lightmapsearchblocksize <N>", "Restrict lightmap search to block size <N>"},
+ {"-lightmapsearchpower <N>", "Optimize for lightmap merge power <N>"},
{"-lightmapsize <N>", "Size of lightmaps to generate (must be a power of two)"},
{"-lightsubdiv <N>", "Size of light emitting shader subdivision"},
{"-lomem", "Low memory but slower lighting mode"},
}
if ( i != argc - 1 ) {
- Error( "usage: vis [-threads #] [-level 0-4] [-fast] [-v] BSPFilePath" );
+ Error( "usage: vis [-threads #] [-fast] [-v] BSPFilePath" );
}
sprintf( portalFilePath, "%s%s", inbase, ExpandArg( argv[ i ] ) );
StripExtension( portalFilePath );
strcat( portalFilePath, ".prt" );
- Sys_Printf( "Loading %s\n", portalFilePath );
- LoadPortals( portalFilePath );
}
+ Sys_Printf( "Loading %s\n", portalFilePath );
+ LoadPortals( portalFilePath );
/* ydnar: exit if no portals, hence no vis */
if ( numportals == 0 ) {