struct HelpOption bsp[] = {
{"-bsp <filename.map>", "Switch that enters this stage"},
{"-altsplit", "Alternate BSP tree splitting weights (should give more fps)"},
+ {"-bspfile <filename.bsp>", "BSP file to write"},
{"-celshader <shadername>", "Sets a global cel shader name"},
{"-custinfoparms", "Read scripts/custinfoparms.txt"},
{"-debuginset", "Push all triangle vertexes towards the triangle center"},
{"-flat", "Enable flat shading (good for combining with -celshader)"},
{"-fulldetail", "Treat detail brushes as structural ones"},
{"-leaktest", "Abort if a leak was found"},
+ {"-linefile <filename.lin>", "Line file to write"},
{"-meta", "Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)"},
{"-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu"},
{"-mi <N>", "Sets the maximum number of indexes per surface"},
{"-np <A>", "Force all surfaces to be nonplanar with a given shade angle"},
{"-onlyents", "Only update entities in the BSP"},
{"-patchmeta", "Turn patches into triangle meshes for display"},
- {"-rename", "Append “bspâ€\9d suffix to miscmodel shaders (needed for SoF2)"},
+ {"-prtfile <filename.prt>", "Portal file to write"},
+ {"-rename", "Append suffix to miscmodel shaders (needed for SoF2)"},
{"-samplesize <N>", "Sets default lightmap resolution in luxels/qu"},
{"-skyfix", "Turn sky box into six surfaces to work around ATI problems"},
{"-snap <N>", "Snap brush bevel planes to the given number of units"},
+ {"-srffile <filename.srf>", "Surface file to write"},
{"-tempname <filename.map>", "Read the MAP file from the given file name"},
{"-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"},
{"-tmpout", "Write the BSP file to /tmp"},
{"-nopassage", "Just use PortalFlow vis (usually less fps)"},
{"-nosort", "Do not sort the portals before calculating vis (usually slower)"},
{"-passageOnly", "Just use PassageFlow vis (usually less fps)"},
- {"-saveprt", "Keep the PRT file after running vis (so you can run vis again)"},
+ {"-prtfile <filename.prt>", "Portal file to read"},
+ {"-saveprt", "Keep the Portal file after running vis (so you can run vis again)"},
{"-tmpin", "Use /tmp folder for input"},
{"-tmpout", "Use /tmp folder for output"},
};
{"-bounceonly", "Only compute radiosity"},
{"-bouncescale <F>", "Scaling factor for radiosity"},
{"-bounce <N>", "Number of bounces for radiosity"},
+ {"-bspfile <filename.bsp>", "BSP file to write"},
{"-cheapgrid", "Use `-cheap` style lighting for radiosity"},
{"-cheap", "Abort vertex light calculations when white is reached"},
{"-compensate <F>", "Lightmap compensate (darkening factor applied after everything else)"},
{"-extravisnudge", "Broken feature to nudge the luxel origin to a better vis cluster"},
{"-extrawide", "Deprecated alias for `-super 2 -filter`"},
{"-extra", "Deprecated alias for `-super 2`"},
+ {"-fastallocate", "Use `-fastallocate` to trade lightmap size against allocation time (useful with hi res lightmaps on large maps: reduce allocation time from days to minutes for only some extra bytes)"},
{"-fastbounce", "Use `-fast` style lighting for radiosity"},
{"-faster", "Use a faster falloff curve for lighting; also implies `-fast`"},
{"-fastgrid", "Use `-fast` style lighting for the light grid"},
{"-keeplights", "Keep light entities in the BSP file after compile"},
{"-lightmapdir <directory>", "Directory to store external lightmaps (default: same as map name without extension)"},
{"-lightmapsize <N>", "Size of lightmaps to generate (must be a power of two)"},
+ {"-lightsubdiv <N>", "Size of light emitting shader subdivision"},
{"-lomem", "Low memory but slower lighting mode"},
{"-lowquality", "Low quality floodlight (appears to currently break floodlight)"},
{"-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu"},
{"-shade", "Enable phong shading at default shade angle"},
{"-skyscale <F, `-sky` F>", "Scaling factor for sky and sun light"},
{"-smooth", "Deprecated alias for `-samples 2`"},
+ {"-srffile <filename.srf>", "Surface file to read"},
{"-style, -styles", "Enable support for light styles"},
{"-sunonly", "Only compute sun light"},
{"-super <N, `-supersample` N>", "Ordered grid supersampling quality"},
HelpOptions("Exporting lightmaps", 0, 80, exportl, sizeof(exportl)/sizeof(struct HelpOption));
}
+void HelpExportEnts()
+{
+ struct HelpOption exportents[] = {
+ {"-exportents <filename.bsp>", "Exports the entities to a text file (.ent)"},
+ };
+ HelpOptions("ExportEnts Stage", 0, 80, exportents, sizeof(exportents)/sizeof(struct HelpOption));
+}
+
void HelpFixaas()
{
struct HelpOption fixaas[] = {
{"-connect <address>", "Talk to a NetRadiant instance using a specific XML based protocol"},
{"-force", "Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash"},
{"-fs_basepath <path>", "Sets the given path as main directory of the game (can be used more than once to look in multiple paths)"},
- {"-fs_game <gamename>", "Sets a different game directory name (default for Q3A: baseq3)"},
+ {"-fs_game <gamename>", "Sets a different game directory name (default for Q3A: baseq3, can be used more than once)"},
{"-fs_homebase <dir>", "Specifies where the user home directory name is on Linux (default for Q3A: .q3a)"},
+ {"-fs_pakpath <dir>", "Specify a package directory (can be used more than once to look in multiple paths)"},
{"-game <gamename>", "Load settings for the given game (default: quake3)"},
{"-subdivisions <F>", "multiplier for patch subdivisions quality"},
{"-threads <N>", "number of threads to use"},
{"-scale", "Scaling"},
{"-convert", "Converting & Decompiling"},
{"-export", "Exporting lightmaps"},
+ {"-exportents", "Exporting entities"},
{"-fixaas", "Fixing AAS checksum"},
{"-info", "Get info about BSP file"},
{"-import", "Importing lightmaps"},
HelpScale,
HelpConvert,
HelpExport,
+ HelpExportEnts,
HelpFixaas,
HelpInfo,
HelpImport,