A few tables and brief descriptions of what various Quake 2 compiler command line arguments do.
Argument | Description |
---|---|
chop # | If a face is greater than this size, then it will be subdivided |
fulldetail | Make anything with content a detail brush |
glview | Dumps the number of points in a plane |
leaktest | Test for leaks only |
nocsg | Does not try to reduce intersecting brushes into non-intersecting brushes |
nodetail | Doesn’t include any detail brushes in the bsp |
nomerge | Do not merge faces that share the same edge on the same plane |
noopt | Only go through 1st compiler pass in ProcessWorldModel |
noprune | Combine brushlists of child nodes |
noshare | Do not throw out identical edges |
nosubdiv | Subdivide faces that are larger than -chop size |
notjunc | Don’t break edges on tjunctions |
nowater | Remove water, slime, lava brushes |
noweld | Use vertices from dvertexes array |
onlyents | Only vis entities |
threads # | Used for computers that have multiple processors |
v | Verbose mode, lists everything that is going on |
verboseentities | Prints entity sub model information. -v must also be used |
Argument | Description |
---|---|
fast | Vis the level quickly, good for testing |
nosort | Sort portals in increasing value of mightsee variable |
threads # | Used for computers with multiple cpus |
v | Verbose mode, lists everything that is going on |
Argument | Description |
---|---|
ambient # | Set an ambient light level, use a value like 0.1 to remove dark corners |
bounce # | Amount of times light will bounce, default is 8 |
chop # | Fast light testing that reduces lighting detail, default is 64 |
chopcurve # | Chop value for Phong-shaded surfaces |
choplight # | Chop value for light-emitting surfaces |
chopsky # | Chop value for light-emitting sky surfaces |
chopwarp # | Chop value for light-emitting warping surfaces |
direct # | Scale direct light intensity, default is 0.4 |
dump | Dump lighting information to “bounce0.txt” |
entity # | Scales direct light intensity on entities, default 1.0 |
extra | More lighting samples, makes light smoother |
glview | Dumps the number of points in a plane |
help | Display help text |
log | Sets verbose and logs output to bspfile.rlg |
maxlight # | Max amount of light a face can receive, default is 0.75, max is 1.0 |
nobmodlight | Disables brush model entities emitting light |
nocurve | Disables phone-shading |
nopvs | Compile doesn’t check PVS |
nosplotchfix | Disables fix that prevents “splotchy” lighting |
nostopbleed | Disables fix that prevents light bleeds through walls |
scale # | Dims light over entire map, default is 1.0 |
threads # | Used for computers with multiple cpus |
v | Verbose mode, lists everything that is going on |
You can find the full arghrad manual here with way more information about sun lighting than you could ever need. Below is a table of some of the more common settings.
Argument | Description |
---|---|
ambient # | Set an ambient light level, use a value like 0.1 to remove dark corners |
argh | Display argh! emblem |
bounce # | Amount of times light will bounce, default is 8 |
chop # | Fast light testing that reduces lighting detail, default is 64 |
chopcurve # | Chop value for Phong-shaded surfaces |
choplight # | Chop value for light-emitting surfaces |
chopsky # | Chop value for light-emitting sky surfaces |
chopwarp # | Chop value for light-emitting warping surfaces |
direct # | Scale direct light intensity, default is 0.4 |
dump | Dump lighting information to “bounce0.txt” |
entity # | Scales direct light intensity on entities, default 1.0 |
extra | More lighting samples, makes light smoother |
gamma # | Gamma compensation |
glview | Dumps the number of points in a plane |
help | Display help text |
lightwarp | calculate lighting on warp surfaces |
maxlighta # | Maximum lighting brightness |
minlighta # | Minimum lighting brightness |
nobmodlight | Brush model lighting disabled |
nobouncefix | Brush model bounced light fix disabled |
nobrightsurf | Surface light face brightening disabled |
nocolor | Lighting converted to greyscale, RGB weighted |
nocoloru | Lighting converted to greyscale, unweighted |
nocurve | Phong shading disabled |
noinvisfix | Light bounces off nodraw faces |
nonudgefix | Uses old method for nudging edge samples |
nopvs | Stop pvs checking |
noradorigin | Bmodels with origin brushes not lit by radiosity |
noshadowface | Shadowfaces disabled |
noshadowfilter | Projected shadows not filtered |
nosplotchfix | Antisplotch fix disabled for plain face lights |
nostopbleed | Bleeding light correction disabled |
noweightcurve | Phong calculations ignore face size |
oldtexscale | Old texture brightening method |
onlybounce | Only bounced light saved |
radmin # | Radiosity minimum cutoff |
saturation # | Colored light saturation |
scale # | Dims light over entire map, default is 1.0 |
stylemin # | Min brightness for special lightstyles |
texscale # | Texture brightness scale |
threads # | Used for computers with multiple cpus |
update | Update existing lightmaps |
verbose | Verbose mode, lists everything that is going on |
The arguments to use while testing a map to get a basic lit compile.
Compiler | Arguments |
---|---|
QBSP | -notjunc -noopt |
QVIS | -fast |
QRAD/ARGHRAD | -bounce 0 -chop 1024 -nopvs |
The arguments needed for a final compile. If you receive a max_patches error, increase the value of -chop.
Compiler | Arguments |
---|---|
QBSP | |
QVIS | |
QRAD/ARGHRAD | -bounce 40 -extra -chop 16 |
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