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OpenArena Contributions => Development => Topic started by: fromhell on June 22, 2009, 03:16:01 AM



Title: Map compiling scripts
Post by: fromhell on June 22, 2009, 03:16:01 AM
Should the SVN contain .bat/.sh files that have all the necessary commands to build specific maps? Not everything compiles alike.


Title: Re: Map compiling scripts
Post by: cosmo on June 22, 2009, 07:44:51 AM
Would be interesting to share the knowledge.
On the other hand: You don't want to recompile everything, do you? If yes, go and figure the parameters yourself. :P


Title: Re: Map compiling scripts
Post by: Neon_Knight on June 22, 2009, 01:25:52 PM
I'm using the following for my maps. I've recompiled almost all of them. (I have to make galmevish from scratch due to the high amount of errors found -.-)

Code:
q3map2.exe -flares -meta -patchmeta -v -verboseentities
q3map2.exe -vis -saveprt -v
q3map2.exe -light -dark -fast -filter -novertex -patchshadows -shade -v -gamma 1.5
bspc.exe -bsp2aas -forcesidesvisible -optimize


Title: Re: Map compiling scripts
Post by: sago007 on June 22, 2009, 01:39:30 PM
For my final builds I use:
Code:
q3map2 -meta -flares
q3map2 -vis -saveprt
q3map2 -light -fast -super 2 -filter -bounce 20
bspc -forcesidesvisible -optimize -bsp2aas

Depending on map I might also experiment with -dirty or -exposure but they have rarely been successful.


Title: Re: Map compiling scripts
Post by: andrewj on June 22, 2009, 11:04:11 PM
Yes the SVN should have a script for each map which can compile it and get the same result as in the releases.

However, having both BAT and SH scripts will probably be a pain to maintain.  Which to pick then?

It is a shame the parameters cannot be included in the .map file itself (e.g. as special fields of the worldspawn entity), but that would require an updated q3map2 tool.


Title: Re: Map compiling scripts
Post by: cosmo on June 23, 2009, 05:40:37 AM
I have different parameters for each map because I regard shadow density, mood, and texture brightness special for every map.

@neon: Do you use q3map2 lightstyles or phongshading in any of your maps to enforce -nocollapse and -shade ?