- {"-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"},
+ {"-convert [options] <filename.bsp>", "Switch that enters this mode"},
+ {"-deluxemapsastexcoord", "Save deluxemap names and texcoords instead of textures (only when writing ase and obj)"},
+ {"-de <F>", "Distance epsilon for the conversion (only when reading map)"},
+ {"-format <converter>", "Select the converter, default ase (available: map, map_bp, ase, obj, or game names)"},
+ {"-lightmapsastexcoord", "Save lightmap names and texcoords instead of textures (only when writing ase and obj)"},
+ {"-meta", "Combine adjacent triangles of the same texture to surfaces (only when reading map)"},
+ {"-ne <F>", "Normal epsilon for the conversion (only when reading map)"},
+ {"-patchmeta", "Turn patches into triangle meshes for display (only when reading map)"},
+ {"-readbsp", "Force converting bsp to selected format"},
+ {"-readmap", "Force converting map to selected format"},
+ {"-shadersasbitmap", "Save shader names as bitmap names in the model so it works as a prefab (only when writing ase and obj)"},