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Author Topic: Map compiling scripts  (Read 8115 times)
fromhell
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« 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.
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cosmo
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« 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
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Neon_Knight
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« 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


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sago007
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« 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.
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andrewj
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« 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.
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cosmo
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« 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 ?
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