From 2c4c42862ecfa04f383e2d8c5019964ced5a42dd Mon Sep 17 00:00:00 2001 From: Zack Middleton Date: Wed, 24 Jul 2019 01:24:09 -0500 Subject: [PATCH] q3map2: add missing help for q3map2 stage arguments Move -keeplights help from -light stage to -bsp. Add other ~40 arguments that were missing from help. My main focus was on the -convert stage but I tried to document the rest as well. Some descriptions are copied from message when enabling the option. --- tools/quake3/q3map2/help.c | 82 ++++++++++++++++++++++++++++---------- tools/quake3/q3map2/vis.c | 2 +- 2 files changed, 63 insertions(+), 21 deletions(-) diff --git a/tools/quake3/q3map2/help.c b/tools/quake3/q3map2/help.c index 32917090..1c99d3c4 100644 --- a/tools/quake3/q3map2/help.c +++ b/tools/quake3/q3map2/help.c @@ -86,7 +86,7 @@ void HelpOptions(const char* group_name, int indentation, int width, struct Help void HelpBsp() { struct HelpOption bsp[] = { - {"-bsp ", "Switch that enters this stage"}, + {"-bsp [options] ", "Switch that enters this stage"}, {"-altsplit", "Alternate BSP tree splitting weights (should give more fps)"}, {"-bspfile ", "BSP file to write"}, {"-celshader ", "Sets a global cel shader name"}, @@ -97,12 +97,17 @@ void HelpBsp() {"-deep", "Use detail brushes in the BSP tree, but at lowest priority (should give more fps)"}, {"-de ", "Distance epsilon for plane snapping etc."}, {"-fakemap", "Write fakemap.map containing all world brushes"}, - {"-flares", "Turn on support for flares (TEST?)"}, + {"-flares", "Turn on support for flares"}, {"-flat", "Enable flat shading (good for combining with -celshader)"}, {"-fulldetail", "Treat detail brushes as structural ones"}, + {"-keeplights", "Keep light entities in the BSP file after compile"}, {"-leaktest", "Abort if a leak was found"}, {"-linfile ", "Line file to write"}, + {"-maxarea", "Use Max Area face surface generation"}, {"-meta", "Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)"}, + {"-metaadequatescore ", "Adequate score for adding triangles to meta surfaces"}, + {"-metagoodscore ", "Good score for adding triangles to meta surfaces"}, + {"-metamaxbboxdistance ", "Maximum bounding box distance for meta surfaces"}, {"-minsamplesize ", "Sets minimum lightmap resolution in luxels/qu"}, {"-mi ", "Sets the maximum number of indexes per surface"}, {"-mv ", "Sets the maximum number of vertices of a lightmapped surface"}, @@ -112,6 +117,9 @@ void HelpBsp() {"-noflares", "Turn off support for flares"}, {"-nofog", "Turn off support for fog volumes"}, {"-nohint", "Turn off support for hint brushes"}, + {"-nosRGB", "Treat colors and textures as linear colorspace"}, + {"-nosRGBcolor", "Treat shader and light entity colors as linear colorspace"}, + {"-nosRGBtex", "Treat textures as linear colorspace"}, {"-nosubdivide", "Turn off support for `q3map_tessSize` (breaks water vertex deforms)"}, {"-notjunc", "Do not fix T-junctions (causes cracks between triangles, do not use)"}, {"-nowater", "Turn off support for water, slime or lava (Stef, this is for you)"}, @@ -124,6 +132,8 @@ void HelpBsp() {"-skyfix", "Turn sky box into six surfaces to work around ATI problems"}, {"-snap ", "Snap brush bevel planes to the given number of units"}, {"-srffile ", "Surface file to write"}, + {"-sRGBcolor", "Treat shader and light entity colors as sRGB colorspace"}, + {"-sRGBtex", "Treat textures as sRGB colorspace"}, {"-tempname ", "Read the MAP file from the given file name"}, {"-texrange ", "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"}, @@ -135,7 +145,7 @@ void HelpBsp() void HelpVis() { struct HelpOption vis[] = { - {"-vis ", "Switch that enters this stage"}, + {"-vis [options] ", "Switch that enters this stage"}, {"-fast", "Very fast and crude vis calculation"}, {"-hint", "Merge all but hint portals"}, {"-mergeportals", "The less crude half of `-merge`, makes vis sometimes much faster but doesn't hurt fps usually"}, @@ -147,6 +157,7 @@ void HelpVis() {"-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"}, + {"-v -v", "Extra verbose mode for cluster debug"}, // q3map2 common takes first -v }; HelpOptions("VIS Stage", 0, 80, vis, sizeof(vis)/sizeof(struct HelpOption)); } @@ -154,8 +165,8 @@ void HelpVis() void HelpLight() { struct HelpOption light[] = { - {"-light ", "Switch that enters this stage"}, - {"-vlight ", "Deprecated alias for `-light -fast` ... filename.map"}, + {"-light [options] ", "Switch that enters this stage"}, + {"-vlight [options] ", "Deprecated alias for `-light -fast` ... filename.map"}, {"-approx ", "Vertex light approximation tolerance (never use in conjunction with deluxemapping)"}, {"-areascale ", "Scaling factor for area lights (surfacelight)"}, {"-border", "Add a red border to lightmaps for debugging"}, @@ -192,6 +203,7 @@ void HelpLight() {"-export", "Export lightmaps when compile finished (like `-export` mode)"}, {"-exposure ", "Lightmap exposure to better support overbright spots"}, {"-external", "Force external lightmaps even if at size of internal lightmaps"}, + {"-extradist ", "Extra distance for lights in map units"}, {"-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`"}, @@ -200,12 +212,16 @@ void HelpLight() {"-faster", "Use a faster falloff curve for lighting; also implies `-fast`"}, {"-fastgrid", "Use `-fast` style lighting for the light grid"}, {"-fast", "Ignore tiny light contributions"}, + {"-fill", "Fill lightmap colors from surrounding pixels to improve JPEG compression"}, {"-filter", "Lightmap filtering"}, {"-floodlight", "Enable floodlight (zero-effort somewhat decent lighting)"}, {"-gamma ", "Lightmap gamma"}, + {"-gridambientdirectionality ", "Ambient directional lighting received (default: 0.0)"}, {"-gridambientscale ", "Scaling factor for the light grid ambient components only"}, + {"-griddirectionality ", "Directional lighting received (default: 1.0)"}, {"-gridscale ", "Scaling factor for the light grid only"}, - {"-keeplights", "Keep light entities in the BSP file after compile"}, + {"-lightanglehl 0", "Disable half lambert light angle attenuation"}, + {"-lightanglehl 1", "Enable half lambert light angle attenuation"}, {"-lightmapdir ", "Directory to store external lightmaps (default: same as map name without extension)"}, {"-lightmapsearchblocksize ", "Restrict lightmap search to block size "}, {"-lightmapsearchpower ", "Optimize for lightmap merge power "}, @@ -216,25 +232,39 @@ void HelpLight() {"-minsamplesize ", "Sets minimum lightmap resolution in luxels/qu"}, {"-nocollapse", "Do not collapse identical lightmaps"}, {"-nodeluxe, -nodeluxemap", "Disable deluxemapping"}, + {"-nofastpoint", "Disable fast point light calculation"}, {"-nogrid", "Disable grid light calculation (makes all entities fullbright)"}, {"-nolightmapsearch", "Do not optimize lightmap packing for GPU memory usage (as doing so costs fps)"}, {"-normalmap", "Color the lightmaps according to the direction of the surface normal (TODO is this identical to `-debugnormals`?)"}, + {"-nosRGB", "Treat colors, textures, and lightmaps as linear colorspace"}, + {"-nosRGBcolor", "Treat shader and light entity colors as linear colorspace"}, + {"-nosRGBlight", "Write lightmaps as linear colorspace"}, + {"-nosRGBtex", "Treat textures as linear colorspace"}, {"-nostyle, -nostyles", "Disable support for light styles"}, {"-nosurf", "Disable tracing against surfaces (only uses BSP nodes then)"}, {"-notrace", "Disable shadow occlusion"}, {"-novertex", "Disable vertex lighting"}, {"-patchshadows", "Cast shadows from patches"}, - {"-pointscale ", "Scaling factor for point lights (light entities)"}, + {"-pointscale ", "Scaling factor for spherical and spot point lights (light entities)"}, {"-q3", "Use nonlinear falloff curve by default (like Q3A)"}, + {"-randomsamples", "Use random sampling for lightmaps"}, + {"-rawlightmapsizelimit ", "Sets maximum lightmap resolution in luxels/qu (only affects patches if used -patchmeta in BSP stage)"}, {"-samplescale ", "Scales all lightmap resolutions"}, {"-samplesize ", "Sets default lightmap resolution in luxels/qu"}, + {"-samplessearchboxsize ", "Search box size (1 to 4) for lightmap adaptive supersampling"}, {"-samples ", "Adaptive supersampling quality"}, {"-scale ", "Scaling factor for all light types"}, {"-shadeangle ", "Angle for phong shading"}, {"-shade", "Enable phong shading at default shade angle"}, {"-skyscale ", "Scaling factor for sky and sun light"}, {"-smooth", "Deprecated alias for `-samples 2`"}, + {"-sphericalscale ", "Scaling factor for spherical point light entities"}, + {"-spotscale ", "Scaling factor for spot point light entities"}, {"-srffile ", "Surface file to read"}, + {"-sRGB", "Treat colors, textures, and lightmaps as sRGB colorspace"}, + {"-sRGBcolor", "Treat shader and light entity colors as sRGB colorspace"}, + {"-sRGBlight", "Write lightmaps as sRGB colorspace"}, + {"-sRGBtex", "Treat textures as sRGB colorspace"}, {"-style, -styles", "Enable support for light styles"}, {"-sunonly", "Only compute sun light"}, {"-super ", "Ordered grid supersampling quality"}, @@ -250,7 +280,7 @@ void HelpLight() void HelpAnalyze() { struct HelpOption analyze[] = { - {"-analyze ", "Switch that enters this mode"}, + {"-analyze [options] ", "Switch that enters this mode"}, {"-lumpswap", "Swap byte order in the lumps"}, }; @@ -260,10 +290,10 @@ void HelpAnalyze() void HelpScale() { struct HelpOption scale[] = { - {"-scale ", "Scale uniformly"}, - {"-scale ", "Scale non-uniformly"}, - {"-scale -tex ", "Scale uniformly without texture lock"}, - {"-scale -tex ", "Scale non-uniformly without texture lock"}, + {"-scale [options] ", "Scale uniformly"}, + {"-scale [options] ", "Scale non-uniformly"}, + {"-tex", "Scale without texture lock"}, + {"-spawn_ref ", "Vertical offset for info_player_* entities (adds spawn_ref, scales, subtracts spawn_ref)"}, }; HelpOptions("Scaling", 0, 80, scale, sizeof(scale)/sizeof(struct HelpOption)); } @@ -271,11 +301,17 @@ void HelpScale() void HelpConvert() { struct HelpOption convert[] = { - {"-convert ", "Switch that enters this mode"}, - {"-de ", "Distance epsilon for the conversion"}, - {"-format ", "Select the converter (available: map, ase, or game names)"}, - {"-ne ", "Normal epsilon for the conversion"}, - {"-shadersasbitmap", "(only for ase) use the shader names as \\*BITMAP key so they work as prefabs"}, + {"-convert [options] ", "Switch that enters this mode"}, + {"-deluxemapsastexcoord", "Save deluxemap names and texcoords instead of textures (only when writing ase and obj)"}, + {"-de ", "Distance epsilon for the conversion (only when reading map)"}, + {"-format ", "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 ", "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)"}, }; HelpOptions("Converting & Decompiling", 0, 80, convert, sizeof(convert)/sizeof(struct HelpOption)); @@ -328,13 +364,17 @@ void HelpImport() void HelpMinimap() { struct HelpOption minimap[] = { - {"-minimap ", "Creates a minimap of the BSP, by default writes to `../gfx/filename_mini.tga`"}, + {"-minimap [options] ", "Creates a minimap of the BSP, by default writes to `../gfx/filename_mini.tga`"}, + {"-autolevel", "Automatically level brightness and contrast"}, {"-black", "Write the minimap as a black-on-transparency RGBA32 image"}, {"-boost ", "Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero"}, {"-border ", "Sets the amount of border pixels relative to the total image size"}, + {"-brightness ", "Sets brightness value to add to minimap values"}, + {"-contrast ", "Sets contrast value to scale minimap values (doesn't affect brightness)"}, {"-gray", "Write the minimap as a white-on-black GRAY8 image"}, {"-keepaspect", "Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect)"}, {"-minmax ", "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)"}, + {"-noautolevel", "Do not automatically level brightness and contrast"}, {"-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)"}, {"-o ", "Sets the output file name"}, {"-random ", "Sets the randomized supersampling count (cannot be combined with `-samples`)"}, @@ -353,9 +393,11 @@ void HelpCommon() {"-connect
", "Talk to a " RADIANT_NAME " instance using a specific XML based protocol"}, {"-force", "Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash"}, {"-fs_basepath ", "Sets the given path as main directory of the game (can be used more than once to look in multiple paths)"}, + {"-fs_forbiddenpath ", "Pattern to ignore directories, pk3, and pk3dir; example pak?.pk3 (can be used more than once to look for multiple patterns)"}, {"-fs_game ", "Sets a different game directory name (default for Q3A: baseq3, can be used more than once)"}, - {"-fs_homebase ", "Specifies where the user home directory name is on Linux (default for Q3A: .q3a)"}, - {"-fs_homepath ", "Sets the given path as home directory name"}, + {"-fs_home ", "Specifies where the user home directory is on Linux"}, + {"-fs_homebase ", "Specifies game home directory relative to user home directory on Linux (default for Q3A: .q3a)"}, + {"-fs_homepath ", "Sets the given path as the game home directory name (fs_home + fs_homebase)"}, {"-fs_nobasepath", "Do not load base paths in VFS, imply -fs_nomagicpath"}, {"-fs_nomagicpath", "Do not try to guess base path magically"}, {"-fs_nohomepath", "Do not load home path in VFS"}, diff --git a/tools/quake3/q3map2/vis.c b/tools/quake3/q3map2/vis.c index 7623590b..bd33c496 100644 --- a/tools/quake3/q3map2/vis.c +++ b/tools/quake3/q3map2/vis.c @@ -1142,7 +1142,7 @@ int VisMain( int argc, char **argv ){ } else if ( !strcmp( argv[ i ], "-v" ) ) { debugCluster = qtrue; - Sys_Printf( "Extra verbous mode enabled\n" ); + Sys_Printf( "Extra verbose mode enabled\n" ); } else if ( !strcmp( argv[i],"-tmpin" ) ) { strcpy( inbase, "/tmp" ); -- 2.39.2