Pages: [1]
  Print  
Author Topic: Map compiling scripts  (Read 5047 times)
fromhell
Administrator
GET A LIFE!
**********

Cakes 35
Posts: 14519



WWW
« 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.
Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
cosmo
Member


Cakes 18
Posts: 372


on a dead horse


WWW
« Reply #1 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. Tongue
Logged

- HUNT HIGHSCORES - mapping - xmpp://cosmo@spaceboyz.net
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3763


Trickster God.


« Reply #2 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
« Last Edit: July 05, 2009, 07:59:50 PM by |TXC| Neon_Knight » Logged


"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
Want to contribute? Read this.
sago007
Posts a lot
*

Cakes 62
Posts: 1664


Open Arena Developer


WWW
« Reply #3 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.
Logged

There are nothing offending in my posts.
andrewj
Member


Cakes 24
Posts: 581



« Reply #4 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.
Logged
cosmo
Member


Cakes 18
Posts: 372


on a dead horse


WWW
« Reply #5 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 ?
Logged

- HUNT HIGHSCORES - mapping - xmpp://cosmo@spaceboyz.net
Pages: [1]
  Print  
 
Jump to: