1 /* -------------------------------------------------------------------------------
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
6 This file is part of GtkRadiant.
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 -------------------------------------------------------------------------------
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
27 ------------------------------------------------------------------------------- */
39 const char* description;
42 void HelpOptions(const char* group_name, int indentation, int width, struct HelpOption* options, int count)
45 char* indent = malloc(indentation+1);
46 memset(indent, ' ', indentation);
47 indent[indentation] = 0;
48 printf("%s%s:\n", indent, group_name);
50 indent = realloc(indent, indentation+1);
51 memset(indent, ' ', indentation);
52 indent[indentation] = 0;
55 for ( i = 0; i < count; i++ )
57 int printed = printf("%s%-24s ", indent, options[i].name);
58 int descsz = strlen(options[i].description);
60 while ( j < descsz && descsz-j > width - printed )
63 printf("%s%26c",indent,' ');
64 int fragment = width - printed;
65 while ( fragment > 0 && options[i].description[j+fragment-1] != ' ')
67 j += fwrite(options[i].description+j, sizeof(char), fragment, stdout);
69 printed = indentation+26;
73 printf("%s\n",options[i].description+j);
75 else if ( j < descsz )
77 printf("%s%26c%s\n",indent,' ',options[i].description+j);
88 struct HelpOption bsp[] = {
89 {"-bsp <filename.map>", "Switch that enters this stage"},
90 {"-altsplit", "Alternate BSP tree splitting weights (should give more fps)"},
91 {"-celshader <shadername>", "Sets a global cel shader name"},
92 {"-custinfoparms", "Read scripts/custinfoparms.txt"},
93 {"-debuginset", "Push all triangle vertexes towards the triangle center"},
94 {"-debugportals", "Make BSP portals visible in the map"},
95 {"-debugsurfaces", "Color the vertexes according to the index of the surface"},
96 {"-deep", "Use detail brushes in the BSP tree, but at lowest priority (should give more fps)"},
97 {"-de <F>", "Distance epsilon for plane snapping etc."},
98 {"-fakemap", "Write fakemap.map containing all world brushes"},
99 {"-flares", "Turn on support for flares (TEST?)"},
100 {"-flat", "Enable flat shading (good for combining with -celshader)"},
101 {"-fulldetail", "Treat detail brushes as structural ones"},
102 {"-leaktest", "Abort if a leak was found"},
103 {"-meta", "Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)"},
104 {"-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu"},
105 {"-mi <N>", "Sets the maximum number of indexes per surface"},
106 {"-mv <N>", "Sets the maximum number of vertices of a lightmapped surface"},
107 {"-ne <F>", "Normal epsilon for plane snapping etc."},
108 {"-nocurves", "Turn off support for patches"},
109 {"-nodetail", "Leave out detail brushes"},
110 {"-noflares", "Turn off support for flares"},
111 {"-nofog", "Turn off support for fog volumes"},
112 {"-nohint", "Turn off support for hint brushes"},
113 {"-nosubdivide", "Turn off support for `q3map_tessSize` (breaks water vertex deforms)"},
114 {"-notjunc", "Do not fix T-junctions (causes cracks between triangles, do not use)"},
115 {"-nowater", "Turn off support for water, slime or lava (Stef, this is for you)"},
116 {"-np <A>", "Force all surfaces to be nonplanar with a given shade angle"},
117 {"-onlyents", "Only update entities in the BSP"},
118 {"-patchmeta", "Turn patches into triangle meshes for display"},
119 {"-rename", "Append “bspâ€
\9d suffix to miscmodel shaders (needed for SoF2)"},
120 {"-samplesize <N>", "Sets default lightmap resolution in luxels/qu"},
121 {"-skyfix", "Turn sky box into six surfaces to work around ATI problems"},
122 {"-snap <N>", "Snap brush bevel planes to the given number of units"},
123 {"-tempname <filename.map>", "Read the MAP file from the given file name"},
124 {"-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"},
125 {"-tmpout", "Write the BSP file to /tmp"},
126 {"-verboseentities", "Enable `-v` only for map entities, not for the world"},
128 HelpOptions("BSP Stage", 0, 80, bsp, sizeof(bsp)/sizeof(struct HelpOption));
133 struct HelpOption vis[] = {
134 {"-vis <filename.map>", "Switch that enters this stage"},
135 {"-fast", "Very fast and crude vis calculation"},
136 {"-mergeportals", "The less crude half of `-merge`, makes vis sometimes much faster but doesn't hurt fps usually"},
137 {"-merge", "Faster but still okay vis calculation"},
138 {"-nopassage", "Just use PortalFlow vis (usually less fps)"},
139 {"-nosort", "Do not sort the portals before calculating vis (usually slower)"},
140 {"-passageOnly", "Just use PassageFlow vis (usually less fps)"},
141 {"-saveprt", "Keep the PRT file after running vis (so you can run vis again)"},
142 {"-tmpin", "Use /tmp folder for input"},
143 {"-tmpout", "Use /tmp folder for output"},
145 HelpOptions("VIS Stage", 0, 80, vis, sizeof(vis)/sizeof(struct HelpOption));
150 struct HelpOption light[] = {
151 {"-light <filename.map>", "Switch that enters this stage"},
152 {"-vlight <filename.map>", "Deprecated alias for `-light -fast` ... filename.map"},
153 {"-approx <N>", "Vertex light approximation tolerance (never use in conjunction with deluxemapping)"},
154 {"-areascale <F, `-area` F>", "Scaling factor for area lights (surfacelight)"},
155 {"-border", "Add a red border to lightmaps for debugging"},
156 {"-bouncegrid", "Also compute radiosity on the light grid"},
157 {"-bounceonly", "Only compute radiosity"},
158 {"-bouncescale <F>", "Scaling factor for radiosity"},
159 {"-bounce <N>", "Number of bounces for radiosity"},
160 {"-cheapgrid", "Use `-cheap` style lighting for radiosity"},
161 {"-cheap", "Abort vertex light calculations when white is reached"},
162 {"-compensate <F>", "Lightmap compensate (darkening factor applied after everything else)"},
163 {"-cpma", "CPMA vertex lighting mode"},
164 {"-custinfoparms", "Read scripts/custinfoparms.txt"},
165 {"-dark", "Darken lightmap seams"},
166 {"-debugaxis", "Color the lightmaps according to the lightmap axis"},
167 {"-debugcluster", "Color the lightmaps according to the index of the cluster"},
168 {"-debugdeluxe", "Show deluxemaps on the lightmap"},
169 {"-debugnormals", "Color the lightmaps according to the direction of the surface normal"},
170 {"-debugorigin", "Color the lightmaps according to the origin of the luxels"},
171 {"-debugsurfaces, -debugsurface", "Color the lightmaps according to the index of the surface"},
172 {"-debugunused", "This option does nothing"},
173 {"-debug", "Mark the lightmaps according to the cluster: unmapped clusters get yellow, occluded ones get pink, flooded ones get blue overlay color, otherwise red"},
174 {"-deluxemode 0", "Use modelspace deluxemaps (DarkPlaces)"},
175 {"-deluxemode 1", "Use tangentspace deluxemaps"},
176 {"-deluxe, -deluxemap", "Enable deluxemapping (light direction maps)"},
177 {"-dirtdebug, -debugdirt", "Store the dirtmaps as lightmaps for debugging"},
178 {"-dirtdepth", "Dirtmapping depth"},
179 {"-dirtgain", "Dirtmapping exponent"},
180 {"-dirtmode 0", "Ordered direction dirtmapping"},
181 {"-dirtmode 1", "Randomized direction dirtmapping"},
182 {"-dirtscale", "Dirtmapping scaling factor"},
183 {"-dirty", "Enable dirtmapping"},
184 {"-dump", "Dump radiosity from `-bounce` into numbered MAP file prefabs"},
185 {"-export", "Export lightmaps when compile finished (like `-export` mode)"},
186 {"-exposure <F>", "Lightmap exposure to better support overbright spots"},
187 {"-external", "Force external lightmaps even if at size of internal lightmaps"},
188 {"-extravisnudge", "Broken feature to nudge the luxel origin to a better vis cluster"},
189 {"-extrawide", "Deprecated alias for `-super 2 -filter`"},
190 {"-extra", "Deprecated alias for `-super 2`"},
191 {"-fastbounce", "Use `-fast` style lighting for radiosity"},
192 {"-faster", "Use a faster falloff curve for lighting; also implies `-fast`"},
193 {"-fastgrid", "Use `-fast` style lighting for the light grid"},
194 {"-fast", "Ignore tiny light contributions"},
195 {"-filter", "Lightmap filtering"},
196 {"-floodlight", "Enable floodlight (zero-effort somewhat decent lighting)"},
197 {"-gamma <F>", "Lightmap gamma"},
198 {"-gridambientscale <F>", "Scaling factor for the light grid ambient components only"},
199 {"-gridscale <F>", "Scaling factor for the light grid only"},
200 {"-keeplights", "Keep light entities in the BSP file after compile"},
201 {"-lightmapdir <directory>", "Directory to store external lightmaps (default: same as map name without extension)"},
202 {"-lightmapsize <N>", "Size of lightmaps to generate (must be a power of two)"},
203 {"-lomem", "Low memory but slower lighting mode"},
204 {"-lowquality", "Low quality floodlight (appears to currently break floodlight)"},
205 {"-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu"},
206 {"-nocollapse", "Do not collapse identical lightmaps"},
207 {"-nodeluxe, -nodeluxemap", "Disable deluxemapping"},
208 {"-nogrid", "Disable grid light calculation (makes all entities fullbright)"},
209 {"-nolightmapsearch", "Do not optimize lightmap packing for GPU memory usage (as doing so costs fps)"},
210 {"-normalmap", "Color the lightmaps according to the direction of the surface normal (TODO is this identical to `-debugnormals`?)"},
211 {"-nostyle, -nostyles", "Disable support for light styles"},
212 {"-nosurf", "Disable tracing against surfaces (only uses BSP nodes then)"},
213 {"-notrace", "Disable shadow occlusion"},
214 {"-novertex", "Disable vertex lighting"},
215 {"-patchshadows", "Cast shadows from patches"},
216 {"-pointscale <F, `-point` F>", "Scaling factor for point lights (light entities)"},
217 {"-q3", "Use nonlinear falloff curve by default (like Q3A)"},
218 {"-samplescale <F>", "Scales all lightmap resolutions"},
219 {"-samplesize <N>", "Sets default lightmap resolution in luxels/qu"},
220 {"-samples <N>", "Adaptive supersampling quality"},
221 {"-scale <F>", "Scaling factor for all light types"},
222 {"-shadeangle <A>", "Angle for phong shading"},
223 {"-shade", "Enable phong shading at default shade angle"},
224 {"-skyscale <F, `-sky` F>", "Scaling factor for sky and sun light"},
225 {"-smooth", "Deprecated alias for `-samples 2`"},
226 {"-style, -styles", "Enable support for light styles"},
227 {"-sunonly", "Only compute sun light"},
228 {"-super <N, `-supersample` N>", "Ordered grid supersampling quality"},
229 {"-thresh <F>", "Triangle subdivision threshold"},
230 {"-trianglecheck", "Broken check that should ensure luxels apply to the right triangle"},
231 {"-trisoup", "Convert brush faces to triangle soup"},
232 {"-wolf", "Use linear falloff curve by default (like W:ET)"},
235 HelpOptions("Light Stage", 0, 80, light, sizeof(light)/sizeof(struct HelpOption));
240 struct HelpOption analyze[] = {
241 {"-analyze <filename.bsp>", "Switch that enters this mode"},
242 {"-lumpswap", "Swap byte order in the lumps"},
245 HelpOptions("Analyzing BSP-like file structure", 0, 80, analyze, sizeof(analyze)/sizeof(struct HelpOption));
250 struct HelpOption scale[] = {
251 {"-scale <S filename.bsp>", "Scale uniformly"},
252 {"-scale <SX SY SZ filename.bsp>", "Scale non-uniformly"},
253 {"-scale -tex <S filename.bsp>", "Scale uniformly without texture lock"},
254 {"-scale -tex <SX SY SZ filename.bsp>", "Scale non-uniformly without texture lock"},
256 HelpOptions("Scaling", 0, 80, scale, sizeof(scale)/sizeof(struct HelpOption));
261 struct HelpOption convert[] = {
262 {"-convert <filename.bsp>", "Switch that enters this mode"},
263 {"-de <number>", "Distance epsilon for the conversion"},
264 {"-format <converter>", "Select the converter (available: map, ase, or game names)"},
265 {"-ne <F>", "Normal epsilon for the conversion"},
266 {"-shadersasbitmap", "(only for ase) use the shader names as \\*BITMAP key so they work as prefabs"},
269 HelpOptions("Converting & Decompiling", 0, 80, convert, sizeof(convert)/sizeof(struct HelpOption));
274 struct HelpOption exportl[] = {
275 {"-export <filename.bsp>", "Copies lightmaps from the BSP to `filename/lightmap_0000.tga` ff"}
278 HelpOptions("Exporting lightmaps", 0, 80, exportl, sizeof(exportl)/sizeof(struct HelpOption));
283 struct HelpOption fixaas[] = {
284 {"-fixaas <filename.bsp>", "Switch that enters this mode"},
287 HelpOptions("Fixing AAS checksum", 0, 80, fixaas, sizeof(fixaas)/sizeof(struct HelpOption));
292 struct HelpOption info[] = {
293 {"-info <filename.bsp>", "Switch that enters this mode"},
296 HelpOptions("Get info about BSP file", 0, 80, info, sizeof(info)/sizeof(struct HelpOption));
301 struct HelpOption import[] = {
302 {"-import <filename.bsp>", "Copies lightmaps from `filename/lightmap_0000.tga` ff into the BSP"},
305 HelpOptions("Importing lightmaps", 0, 80, import, sizeof(import)/sizeof(struct HelpOption));
310 struct HelpOption minimap[] = {
311 {"-minimap <filename.bsp>", "Creates a minimap of the BSP, by default writes to `../gfx/filename_mini.tga`"},
312 {"-black", "Write the minimap as a black-on-transparency RGBA32 image"},
313 {"-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"},
314 {"-border <F>", "Sets the amount of border pixels relative to the total image size"},
315 {"-gray", "Write the minimap as a white-on-black GRAY8 image"},
316 {"-keepaspect", "Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect)"},
317 {"-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)"},
318 {"-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)"},
319 {"-o <filename.tga>", "Sets the output file name"},
320 {"-random <N>", "Sets the randomized supersampling count (cannot be combined with `-samples`)"},
321 {"-samples <N>", "Sets the ordered supersampling count (cannot be combined with `-random`)"},
322 {"-sharpen <F>", "Sets the sharpening coefficient"},
323 {"-size <N>", "Sets the width and height of the output image"},
324 {"-white", "Write the minimap as a white-on-transparency RGBA32 image"},
327 HelpOptions("MiniMap", 0, 80, minimap, sizeof(minimap)/sizeof(struct HelpOption));
332 struct HelpOption common[] = {
333 {"-connect <address>", "Talk to a NetRadiant instance using a specific XML based protocol"},
334 {"-force", "Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash"},
335 {"-fs_basepath <path>", "Sets the given path as main directory of the game (can be used more than once to look in multiple paths)"},
336 {"-fs_game <gamename>", "Sets a different game directory name (default for Q3A: baseq3)"},
337 {"-fs_homebase <dir>", "Specifies where the user home directory name is on Linux (default for Q3A: .q3a)"},
338 {"-game <gamename>", "Load settings for the given game (default: quake3)"},
339 {"-subdivisions <F>", "multiplier for patch subdivisions quality"},
340 {"-threads <N>", "number of threads to use"},
341 {"-v", "Verbose mode"}
344 HelpOptions("Common Options", 0, 80, common, sizeof(common)/sizeof(struct HelpOption));
348 void HelpMain(const char* arg)
350 printf("Usage: q3map2 [stage] [common options...] [stage options...] [stage source file]\n");
351 printf(" q3map2 -help [stage]\n\n");
355 struct HelpOption stages[] = {
356 {"-bsp", "BSP Stage"},
357 {"-vis", "VIS Stage"},
358 {"-light", "Light Stage"},
359 {"-analyze", "Analyzing BSP-like file structure"},
360 {"-scale", "Scaling"},
361 {"-convert", "Converting & Decompiling"},
362 {"-export", "Exporting lightmaps"},
363 {"-fixaas", "Fixing AAS checksum"},
364 {"-info", "Get info about BSP file"},
365 {"-import", "Importing lightmaps"},
366 {"-minimap", "MiniMap"},
368 void(*help_funcs[])() = {
382 if ( arg && strlen(arg) > 0 )
388 for ( i = 0; i < sizeof(stages)/sizeof(struct HelpOption); i++ )
389 if ( strcmp(arg, stages[i].name+1) == 0 )
396 HelpOptions("Stages", 0, 80, stages, sizeof(stages)/sizeof(struct HelpOption));