1 Complete list of q3map2 command line parameters
2 ========================================
7 - **`-connect` address:** Talk to a NetRadiant instance using a specific XML based protocol
8 - **`-force`:** Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash
9 - **`-fs_basepath` path:** Sets the given path as main directory of the game (can be used more than once to look in multiple paths)
10 - **`-fs_game` gamename:** Sets a different game directory name (default for Q3A: baseq3)
11 - **`-fs_homebase` dir:** Specifies where the user home directory name is on Linux (default for Q3A: .q3a)
12 - **`-game` gamename:** Load settings for the given game (default: quake3)
13 - **`-subdivisions` F:** multiplier for patch subdivisions quality
14 - **`-threads` N:** number of threads to use
15 - **`-v`:** Verbose mode
20 - **`-bsp` ... filename.map:** Switch that enters this stage
21 - **`-altsplit`:** Alternate BSP tree splitting weights (should give more fps)
22 - **`-celshader` shadername:** Sets a global cel shader name
23 - **`-custinfoparms`:** Read scripts/custinfoparms.txt
24 - **`-debuginset`:** Push all triangle vertexes towards the triangle center
25 - **`-debugportals`:** Make BSP portals visible in the map
26 - **`-debugsurfaces`:** Color the vertexes according to the index of the surface
27 - **`-deep`:** Use detail brushes in the BSP tree, but at lowest priority (should give more fps)
28 - **`-de` F:** Distance epsilon for plane snapping etc.
29 - **`-fakemap`:** Write fakemap.map containing all world brushes
30 - **`-flares`:** Turn on support for flares (TEST?)
31 - **`-flat`:** Enable flat shading (good for combining with -celshader)
32 - **`-fulldetail`:** Treat detail brushes as structural ones
33 - **`-leaktest`:** Abort if a leak was found
34 - **`-meta`:** Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)
35 - **`-minsamplesize` N:** Sets minimum lightmap resolution in luxels/qu
36 - **`-mi` N:** Sets the maximum number of indexes per surface
37 - **`-mv` N:** Sets the maximum number of vertices of a lightmapped surface
38 - **`-ne` F:** Normal epsilon for plane snapping etc.
39 - **`-nocurves`:** Turn off support for patches
40 - **`-nodetail`:** Leave out detail brushes
41 - **`-noflares`:** Turn off support for flares
42 - **`-nofog`:** Turn off support for fog volumes
43 - **`-nohint`:** Turn off support for hint brushes
44 - **`-nosubdivide`:** Turn off support for `q3map_tessSize` (breaks water vertex deforms)
45 - **`-notjunc`:** Do not fix T-junctions (causes cracks between triangles, do not use)
46 - **`-nowater`:** Turn off support for water, slime or lava (Stef, this is for you)
47 - **`-np` A:** Force all surfaces to be nonplanar with a given shade angle
48 - **`-onlyents`:** Only update entities in the BSP
49 - **`-patchmeta`:** Turn patches into triangle meshes for display
50 - **`-rename`:** Append “bsp” suffix to miscmodel shaders (needed for SoF2)
51 - **`-samplesize` N:** Sets default lightmap resolution in luxels/qu
52 - **`-skyfix`:** Turn sky box into six surfaces to work around ATI problems
53 - **`-snap` N:** Snap brush bevel planes to the given number of units
54 - **`-tempname` filename.map:** Read the MAP file from the given file name
55 - **`-texrange` N:** Limit per-surface texture range to the given number of units, and subdivide surfaces like with `q3map_tessSize` if this is not met
56 - **`-tmpout`:** Write the BSP file to /tmp
57 - **`-verboseentities`:** Enable `-v` only for map entities, not for the world
62 - **`-vis` ... filename.map:** Switch that enters this stage
63 - **`-fast`:** Very fast and crude vis calculation
64 - **`-mergeportals`:** The less crude half of `-merge`, makes vis sometimes much faster but doesn’t hurt fps usually
65 - **`-merge`:** Faster but still okay vis calculation
66 - **`-nopassage`:** Just use PortalFlow vis (usually less fps)
67 - **`-nosort`:** Do not sort the portals before calculating vis (usually slower)
68 - **`-passageOnly`:** Just use PassageFlow vis (usually less fps)
69 - **`-saveprt`:** Keep the PRT file after running vis (so you can run vis again)
70 - **`-tmpin`:** Use /tmp folder for input
71 - **`-tmpout`:** Use /tmp folder for output
76 - **`-light` ... filename.map:** Switch that enters this stage
77 - **`-vlight` ... filename.map:** Deprecated alias for `-light -fast` ... filename.map
78 - **`-approx` N:** Vertex light approximation tolerance (never use in conjunction with deluxemapping)
79 - **`-areascale` F, `-area` F:** Scaling factor for area lights (surfacelight)
80 - **`-border`:** Add a red border to lightmaps for debugging
81 - **`-bouncegrid`:** Also compute radiosity on the light grid
82 - **`-bounceonly`:** Only compute radiosity
83 - **`-bouncescale` F:** Scaling factor for radiosity
84 - **`-bounce` N:** Number of bounces for radiosity
85 - **`-cheapgrid`:** Use `-cheap` style lighting for radiosity
86 - **`-cheap`:** Abort vertex light calculations when white is reached
87 - **`-compensate` F:** Lightmap compensate (darkening factor applied after everything else)
88 - **`-cpma`:** CPMA vertex lighting mode
89 - **`-custinfoparms`:** Read scripts/custinfoparms.txt
90 - **`-dark`:** Darken lightmap seams
91 - **`-debugaxis`:** Color the lightmaps according to the lightmap axis
92 - **`-debugcluster`:** Color the lightmaps according to the index of the cluster
93 - **`-debugdeluxe`:** Show deluxemaps on the lightmap
94 - **`-debugnormals`:** Color the lightmaps according to the direction of the surface normal
95 - **`-debugorigin`:** Color the lightmaps according to the origin of the luxels
96 - **`-debugsurfaces`, `-debugsurface`:** Color the lightmaps according to the index of the surface
97 - **`-debugunused`:** This option does nothing
98 - **`-debug`:** Mark the lightmaps according to the cluster: unmapped clusters get yellow, occluded ones get pink, flooded ones get blue overlay color, otherwise red
99 - **`-deluxemode 0`:** Use modelspace deluxemaps (DarkPlaces)
100 - **`-deluxemode 1`:** Use tangentspace deluxemaps
101 - **`-deluxe`, `-deluxemap`:** Enable deluxemapping (light direction maps)
102 - **`-dirtdebug`, `-debugdirt`:** Store the dirtmaps as lightmaps for debugging
103 - **`-dirtdepth`:** Dirtmapping depth
104 - **`-dirtgain`:** Dirtmapping exponent
105 - **`-dirtmode 0`:** Ordered direction dirtmapping
106 - **`-dirtmode 1`:** Randomized direction dirtmapping
107 - **`-dirtscale`:** Dirtmapping scaling factor
108 - **`-dirty`:** Enable dirtmapping
109 - **`-dump`:** Dump radiosity from `-bounce` into numbered MAP file prefabs
110 - **`-export`:** Export lightmaps when compile finished (like `-export` mode)
111 - **`-exposure` F:** Lightmap exposure to better support overbright spots
112 - **`-external`:** Force external lightmaps even if at size of internal lightmaps
113 - **`-extravisnudge`:** Broken feature to nudge the luxel origin to a better vis cluster
114 - **`-extrawide`:** Deprecated alias for `-super 2 -filter`
115 - **`-extra`:** Deprecated alias for `-super 2`
116 - **`-fastbounce`:** Use `-fast` style lighting for radiosity
117 - **`-faster`:** Use a faster falloff curve for lighting; also implies `-fast`
118 - **`-fastgrid`:** Use `-fast` style lighting for the light grid
119 - **`-fast`:** Ignore tiny light contributions
120 - **`-filter`:** Lightmap filtering
121 - **`-floodlight`:** Enable floodlight (zero-effort somewhat decent lighting)
122 - **`-gamma` F:** Lightmap gamma
123 - **`-gridambientscale` F:** Scaling factor for the light grid ambient components only
124 - **`-gridscale` F:** Scaling factor for the light grid only
125 - **`-keeplights`:** Keep light entities in the BSP file after compile
126 - **`-lightmapdir` directory:** Directory to store external lightmaps (default: same as map name without extension)
127 - **`-lightmapsize` N:** Size of lightmaps to generate (must be a power of two)
128 - **`-lomem`:** Low memory but slower lighting mode
129 - **`-lowquality`:** Low quality floodlight (appears to currently break floodlight)
130 - **`-minsamplesize` N:** Sets minimum lightmap resolution in luxels/qu
131 - **`-nocollapse`:** Do not collapse identical lightmaps
132 - **`-nodeluxe`, `-nodeluxemap`:** Disable deluxemapping
133 - **`-nogrid`:** Disable grid light calculation (makes all entities fullbright)
134 - **`-nolightmapsearch`:** Do not optimize lightmap packing for GPU memory usage (as doing so costs fps)
135 - **`-normalmap`:** Color the lightmaps according to the direction of the surface normal (TODO is this identical to `-debugnormals`?)
136 - **`-nostyle`, `-nostyles`:** Disable support for light styles
137 - **`-nosurf`:** Disable tracing against surfaces (only uses BSP nodes then)
138 - **`-notrace`:** Disable shadow occlusion
139 - **`-novertex`:** Disable vertex lighting
140 - **`-patchshadows`:** Cast shadows from patches
141 - **`-pointscale` F, `-point` F:** Scaling factor for point lights (light entities)
142 - **`-q3`:** Use nonlinear falloff curve by default (like Q3A)
143 - **`-samplescale` F:** Scales all lightmap resolutions
144 - **`-samplesize` N:** Sets default lightmap resolution in luxels/qu
145 - **`-samples` N:** Adaptive supersampling quality
146 - **`-scale` F:** Scaling factor for all light types
147 - **`-shadeangle` A:** Angle for phong shading
148 - **`-shade`:** Enable phong shading at default shade angle
149 - **`-skyscale` F, `-sky` F:** Scaling factor for sky and sun light
150 - **`-smooth`:** Deprecated alias for `-samples 2`
151 - **`-style`, `-styles`:** Enable support for light styles
152 - **`-sunonly`:** Only compute sun light
153 - **`-super` N, `-supersample` N:** Ordered grid supersampling quality
154 - **`-thresh` F:** Triangle subdivision threshold
155 - **`-trianglecheck`:** Broken check that should ensure luxels apply to the right triangle
156 - **`-trisoup`:** Convert brush faces to triangle soup
157 - **`-wolf`:** Use linear falloff curve by default (like W:ET)
159 Analyzing BSP-like file structure
160 ---------------------------------
162 - **`-analyze` ... filename.bsp:** Switch that enters this mode
163 - **`-lumpswap`:** Swap byte order in the lumps
165 Converting & Decompiling
166 ------------------------
168 - **`-convert` ... filename.bsp:** Switch that enters this mode
169 - **`-de` number:** Distance epsilon for the conversion
170 - **`-format` converter:** Select the converter (available: map, ase, or game names)
171 - **`-ne` F:** Normal epsilon for the conversion
172 - **`-shadersasbitmap`:** (only for ase) use the shader names as \*BITMAP key so they work as prefabs
177 - **`-export` filename.bsp:** Copies lightmaps from the BSP to `filename/lightmap_0000.tga` ff
182 - **`-fixaas` filename.bsp:** Switch that enters this mode
184 Get info about BSP file
185 -----------------------
187 - **`-info` filename.bsp:** Switch that enters this mode
192 - **`-import` filename.bsp:** Copies lightmaps from `filename/lightmap_0000.tga` ff into the BSP
197 - **`-minimap` ... filename.bsp:** Creates a minimap of the BSP, by default writes to `../gfx/filename_mini.tga`
198 - **`-black`:** Write the minimap as a black-on-transparency RGBA32 image
199 - **`-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
200 - **`-border` F:** Sets the amount of border pixels relative to the total image size
201 - **`-gray`:** Write the minimap as a white-on-black GRAY8 image
202 - **`-keepaspect`:** Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect)
203 - **`-minmax` xmin ymin zmin xmax ymax zmax:** Forces specific map dimensions (note: the minimap actually uses these dimensions, scaled to the target size while keeping aspect with centering, and 1/64 of border appended to all sides)
204 - **`-nokeepaspect`:** Do not ensure the aspect ratio is kept (makes it easier to use the image in your code, but looks bad together with sharpening)
205 - **`-o` filename.tga:** Sets the output file name
206 - **`-random` N:** Sets the randomized supersampling count (cannot be combined with `-samples`)
207 - **`-samples` N:** Sets the ordered supersampling count (cannot be combined with `-random`)
208 - **`-sharpen` F:** Sets the sharpening coefficient
209 - **`-size` N:** Sets the width and height of the output image
210 - **`-white`:** Write the minimap as a white-on-transparency RGBA32 image
215 - **`-scale` S filename.bsp:** Scale uniformly
216 - **`-scale` SX SY SZ filename.bsp:** Scale non-uniformly
217 - **`-scale -tex` S filename.bsp:** Scale uniformly without texture lock
218 - **`-scale -tex` SX SY SZ filename.bsp:** Scale non-uniformly without texture lock