BSP stage
---------
-- **`-bsp` … filename.map:** Switch that enters this stage
+- **`-bsp` ... filename.map:** Switch that enters this stage
- **`-altsplit`:** Alternate BSP tree splitting weights (should give more fps)
- **`-celshader` shadername:** Sets a global cel shader name
- **`-custinfoparms`:** Read scripts/custinfoparms.txt
VIS stage
---------
-- **`-vis` … filename.map:** Switch that enters this stage
+- **`-vis` ... filename.map:** Switch that enters this stage
- **`-fast`:** Very fast and crude vis calculation
- **`-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
LIGHT stage
-----------
-- **`-light` … filename.map:** Switch that enters this stage
-- **`-vlight` … filename.map:** Deprecated alias for `-light -fast` … filename.map
+- **`-light` ... filename.map:** Switch that enters this stage
+- **`-vlight` ... filename.map:** Deprecated alias for `-light -fast` ... filename.map
- **`-approx` N:** Vertex light approximation tolerance (never use in conjunction with deluxemapping)
- **`-areascale` F, `-area` F:** Scaling factor for area lights (surfacelight)
- **`-border`:** Add a red border to lightmaps for debugging
Analyzing BSP-like file structure
---------------------------------
-- **`-analyze` … filename.bsp:** Switch that enters this mode
+- **`-analyze` ... filename.bsp:** Switch that enters this mode
- **`-lumpswap`:** Swap byte order in the lumps
Converting & Decompiling
------------------------
-- **`-convert` … filename.bsp:** Switch that enters this mode
+- **`-convert` ... filename.bsp:** Switch that enters this mode
- **`-de` number:** Distance epsilon for the conversion
- **`-format` converter:** Select the converter (available: map, ase, or game names)
- **`-ne` F:** Normal epsilon for the conversion
-- **`-shadersasbitmap`:** (only for ase) use the shader names as **BITMAP key so they work as prefabs
- h2. Exporting lightmaps
- ** **`-export` filename.bsp:** Copies lightmaps from the BSP to filename/lightmap\_0000.tga ff
+- **`-shadersasbitmap`:** (only for ase) use the shader names as \*BITMAP key so they work as prefabs
+
+Exporting lightmaps
+-------------------
+
+- **`-export` filename.bsp:** Copies lightmaps from the BSP to `filename/lightmap_0000.tga` ff
Fixing AAS checksum
-------------------
Importing lightmaps
-------------------
-- **`-import` filename.bsp:** Copies lightmaps from filename/lightmap\_0000.tga ff into the BSP
+- **`-import` filename.bsp:** Copies lightmaps from `filename/lightmap_0000.tga` ff into the BSP
MiniMap
-------
-- **`-minimap` … filename.bsp:** Creates a minimap of the BSP, by default writes to `../gfx/filename_mini.tga`
+- **`-minimap` ... filename.bsp:** Creates a minimap of the BSP, by default writes to `../gfx/filename_mini.tga`
- **`-black`:** Write the minimap as a black-on-transparency RGBA32 image
- **`-boost` F:** Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero
- **`-border` F:** Sets the amount of border pixels relative to the total image size