Q3MAP REFERENCE CARD

Legend
value meaning
dec Switch requires a decimal value. eg: 0.5 or 1.3
int Switch requires an integer value. eg: 1, 5 or 430
str Switch requires a string value, usually a pathname.
- Switch does not accept input values
absolute values Switch will only accept values within this range.

 

BSP OPTIONS
switch effect
values
q3map
q3map2
-convert Converts BSP file to ASE
-
no
yes
-custinfoparms Enables custom surface flags from [scripts/custinfoparms.txt]
-
no
yes
-debuginset Enables debugging of surface triangle insetting
-
no
yes
-debugportals Puts the portals into the bsp as colored translucent polygons
-
no
yes
-debugsurfaces Colors surfaces by surfacenum, and will color every surface with a different color
-
no
yes
-draw Enables real-time drawing debug output
-
yes
no
-expand Expands all the brush planes, and saves a new map out, to allow visual inspection of the clipping bevels
-
yes
no
-fakemap Writes out a fakemap.map. This map will contain a worldspawn entity and all the world brushes
-
yes
yes
-flares Enables flare surfaces
-
no
yes
-flat Flatshading, forces all st coords in a surface to the pixel that best fits the average color of the texture
-
no
yes
-fulldetail Detail brushes will be treated as normal brushes
-
yes
yes
-glview Writes a .gl file of the bsp tree for debugging
-
yes
no
-info Outputs map information
-
no
yes
-leaktest Only tests the map for leaks. If a leak is found, the compile is stopped
-
yes
yes
-meta Decomposes brush faces into their component triangles. Makes a bsp more efficient
note: when compiling aas files for -meta maps the -forcesidesvisible switch must be used
-
no
yes
-mi Sets maximum per-surface index count
dec
no
yes
-mv Sets maximum per-surface vertex count
dec
no
yes
-nocurves Curves are not compiled
-
yes
yes
-nodetail Detail brushes are not compiled
-
yes
yes
-nofog Visible surfaces that cross fog boundaries will not be split along the bound. (can cause visually incorrect fog)
-
yes
yes
-nohint Hint brushes are not compiled
-
no
yes
-nosubdivide Visible surfaces will not be subdivided (tessellation)
-
yes
yes
-notjunc T-Junctions are not fixed. This can cause tiny slits where one surface meets halfway with another surface
-
yes
yes
-nowater Water, slime and lava brushes are not compiled
-
yes
yes
-np Forces nonplanar surfaces with a breaking angle of N degrees
0 - 360
no
yes
-onlyents Only changes the entities in a .bsp using an .ent file
-
yes
yes
-onlytextures Only changes the textures in a .bsp file
-
yes
no
-patchmeta Pre-tessellates patches in the bsp
-
no
yes
-snap Snaps axial bevel plane to reduce clipped model plane count
int
no
yes
-subdivisions
Works with -patchmeta and -light for setting patch level-of-detail. Default value is 8, use 4 to simulate default Q3
int
no
yes
-texrange Limits the per-surface texture range to N texels
int
no
yes
-tmpout Outputs files to a folder named "tmp"
-
yes
yes
-v Outputs verbose information
-
yes
yes
-verboseentities Outputs verbose information about entity sub-models
-
yes
yes
VIS OPTIONS
switch effect
values
q3map
q3map2
-fast Will only calculate a very loose visibility list. Very fast but not optimal by far
-
yes
yes
-hint Same as -merge, but will not merge hint portals
-
no
yes
-merge This merges bsp leaves before calculating the visibility list. Fast but not optimal by far
-
yes
yes
-nopassage This will disable the passage visibility algorithm
-
yes
yes
-nosort This disables the sorting of portals by complexity
-
yes
yes
-saveprt This disables automatic deletion of the .prt file after creating the visibility list
-
yes
yes
-tmpin The input files will be read from a folder called tmp
-
no
yes
-tmpout The output files will be written to a folder called tmp
-
no
yes
-v Outputs verbose information
-
yes
yes
LIGHT OPTIONS
switch effect
values
q3map
q3map2
-approx Forces simple surfaces without much shadow detail to be vertex lit, thus saving lightmaps
0 - 255
no
yes
-area This scales the intensity of area lights
dec
yes
yes
-border Creates a debugging border around the lightmap
-
yes
yes
-bounce Enables radiosity calculation. It will re-diffuse the light emitted onto a surface N times
int
no
yes
-bouncegrid This enables radiosity affecting the lightgrid
-
no
yes
-bounceonly Stores only bounced light in the BSP (for Tenebrae)
-
no
yes
-bouncescale This scales the intensity of radiosity light
dec
no
yes
-cheap Stops calculating light on a sample after it exceeds (255, 255, 255). May produce artifacts
-
no
yes
-cheapgrid Same as cheap but on lightgrid calculations
-
no
yes
-debug Enables lightmap debugging
-
no
yes
-debugaxis Enables lightmap axis debugging
-
no
yes
-debugcluster Enables luxel cluster debugging
-
no
yes
-debugorigin Enables luxel origin debugging
-
no
yes
-debugsurfaces This colors lightmaps by surfacenum % 6, and will color every surface with a different color
-
no
yes
-debugunused This colors unused lightmap pixels (luxels) hot pink
-
no
yes
-dump Dumps radiosity lights into numbered prefabs, for each bounce. (maps/<map>_bounce_<bouncenum>.map)
-
no
yes
-export This exports internal lightmaps in the .bsp to .tga images
-
no
yes
-extra Super sampling for anti-aliasing
-
yes
yes
-extrawide Same as -extra, but uses 12 samples instead of 4
-
yes
yes
-fast This enables light envelopes for area lights, and enables light culling. Very fast, but can produce dimmer maps
-
no
yes
-fastbounce This enables fast for radiosity passes only
-
no
yes
-faster Enable even faster light calculations
-
no
yes
-fastgrid This enables fast for lightgrid calculation only
-
no
yes
-filter Gives you a gaussian blur for shadows, and applies a 3x3 box filter to the lightmap
-
no
yes
-lightmapsize Sets lightmap size to NxN pixels
dec
no
yes
-nocollapse Identical lightmap collapsing disabled
-
no
yes
-nogrid Disables calculation of the lightgrid for dynamic model lighting
-
yes
yes
-normalmap Colors lightmaps by their facings, and is good for debugging phong shading
-
no
yes
-nosurf Disables the surface tracing of detail brushes and patches for shadow calculation
-
no
yes
-notrace No light tracing is performed. As a result, no shadows will be cast
-
yes
yes
-novertex This disables calculation of vertex lighting
-
yes
yes
-patchshadows This enables the casting of shadows by patches
-
yes
yes
-point This scales the intensity of point lights
dec
yes
yes
-samples Intelligently antialises shadow edges. Get -extra quality in 1/3 the time
int
no
yes
-samplesize Sets the lightmap pixel size to (NxN) units (default 16x16)
int
yes
yes
-scale Scales light intensity of all lightsources (area, radiosity, point, sky)
dec
no
yes
-shade Enables phong shading
-
no
yes
-shadeangle Phong shading enabled with a breaking angle of N degrees
0-360
no
yes
-sky Scales intensity of sky lights (q3map_skylight, q3map_sunlight)
dec
no
yes
-smooth Enables smoothing
-
no
yes
-sunonly Only computes sunlight, no other light at all
-
no
yes
-super Arbitrarily ordered grid supersampling of lightmaps. Replaces -extra & -extrawide
int
no
yes
-thresh Thresh sets the recursive triangle subdivision threshold.
0.1 - 1.0
no
yes
-trisoup Converts brush faces to triangle soup
-
no
yes
-v Outputs verbose information
-
yes
yes
BSPC OPTIONS
switch effect values
-aasopt Optimizes AAS file (perform on .aas files, not .bsp files) -
-breadthfirst
Breadth first BSP building
-
-bsp2aas
Builds AAS file out of BSP
-
-bsp2map
Builds MAP file out of BSP
-
-cfg
Sets CFG (configuration) file for BSPC to use
str
-cluster
Computes clusters (perform on .aas files, not .bsp files)
-
-ext
Sets filename addition (<filename>.[EXT]aas). Usable for Return to Castle Wolfenstein only!
str
-forcesidesvisible
Forces all sides to be visible. MUST be used when -meta was used during BSP compilation of this map
-
-freetree
Free the BSP tree
-
-grapplereach
Calculates grapple reachabilities
-
-nobrushmerge
Don't merge brushes
-
-nocsg
Disables brush chopping
-
-noliquids
Don't write liquids to map
-
-noverbose
Disable verbose output
-
-optimize
Enable optimization during bsp2aas operation
-
-output
Sets output path
str
-reach
Computes reachability and clusters
-

by Eraser - eraser@planetquake.com