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 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 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 ? |