NetRadiant - Complete list of command line parameters - Alientrap Development

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# NetRadiant

История

# Complete list of command line parameters¶

## Common options¶

- `-connect` address: Talk to a NetRadiant instance using a specific XML based protocol
- `-force`: Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash
- `-fs_basepath` path: Sets the given path as main directory of the game (can be used more than once to look in multiple paths)
- `-fs_game` gamename: Sets a different game directory name (default for Q3A: baseq3)
- `-fs_homebase` dir: Specifies where the user home directory name is on Linux (default for Q3A: .q3a)
- `-game` gamename: Load settings for the given game (default: quake3)
- `-subdivisions` F: multiplier for patch subdivisions quality
- `-threads` N: number of threads to use
- `-v`: Verbose mode

## BSP stage¶

- `-bsp` ... filename.map: Switch that enters this stage
- `-altsplit`: Alternate BSP tree splitting weights (should give more fps)
- `-celshader` shadername: Sets a global cel shader name
- `-custinfoparms`: Read scripts/custinfoparms.txt
- `-debuginset`: Push all triangle vertexes towards the triangle center
- `-debugportals`: Make BSP portals visible in the map
- `-debugsurfaces`: Color the vertexes according to the index of the surface
- `-deep`: Use detail brushes in the BSP tree, but at lowest priority (should give more fps)
- `-de` F: Distance epsilon for plane snapping etc.
- `-fakemap`: Write fakemap.map containing all world brushes
- `-flares`: Turn on support for flares (TEST?)
- `-flat`: Enable flat shading (good for combining with -celshader)
- `-fulldetail`: Treat detail brushes as structural ones
- `-leaktest`: Abort if a leak was found
- `-meta`: Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)
- `-minsamplesize` N: Sets minimum lightmap resolution in luxels/qu
- `-mi` N: Sets the maximum number of indexes per surface
- `-mv` N: Sets the maximum number of vertices of a lightmapped surface
- `-ne` F: Normal epsilon for plane snapping etc.
- `-nocurves`: Turn off support for patches
- `-nodetail`: Leave out detail brushes
- `-noflares`: Turn off support for flares
- `-nofog`: Turn off support for fog volumes
- `-nohint`: Turn off support for hint brushes
- `-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)
- `-np` A: Force all surfaces to be nonplanar with a given shade angle
- `-onlyents`: Only update entities in the BSP
- `-patchmeta`: Turn patches into triangle meshes for display
- `-rename`: Append "\_bsp" suffix to misc\_model shaders (needed for SoF2)
- `-samplesize` N: Sets default lightmap resolution in luxels/qu
- `-skyfix`: Turn sky box into six surfaces to work around ATI problems
- `-snap` N: Snap brush bevel planes to the given number of units
- `-tempname` filename.map: Read the MAP file from the given file name
- `-texrange` N: 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
- `-verboseentities`: Enable `-v` only for map entities, not for the world

## VIS stage¶

- `-vis` ... filename.map: Switch that enters this stage
- `-fast`: Very fast and crude vis calculation
- `-mergeportals`: The less crude half of `-merge`, makes vis sometimes much faster but doesn't hurt fps usually
- `-merge`: Faster but still okay vis calculation
- `-nopassage`: Just use PortalFlow vis (usually less fps)
- `-nosort`: Do not sort the portals before calculating vis (usually slower)
- `-passageOnly`: Just use PassageFlow vis (usually less fps)
- `-saveprt`: Keep the PRT file after running vis (so you can run vis again)
- `-tmpin`: Use /tmp folder for input
- `-tmpout`: Use /tmp folder for output

## LIGHT stage¶

- `-light` ... filename.map: Switch that enters this stage
- `-vlight` ... filename.map: Deprecated alias for `-light -fast` ... filename.map
- `-approx` N: Vertex light approximation tolerance (never use in conjunction with deluxemapping)
- `-areascale` F, `-area` F: Scaling factor for area lights (surfacelight)
- `-border`: Add a red border to lightmaps for debugging
- `-bouncegrid`: Also compute radiosity on the light grid
- `-bounceonly`: Only compute radiosity
- `-bouncescale` F: Scaling factor for radiosity
- `-bounce` N: Number of bounces for radiosity
- `-cheapgrid`: Use `-cheap` style lighting for radiosity
- `-cheap`: Abort vertex light calculations when white is reached
- `-compensate` F: Lightmap compensate (darkening factor applied after everything else)
- `-cpma`: CPMA vertex lighting mode
- `-custinfoparms`: Read scripts/custinfoparms.txt
- `-dark`: Darken lightmap seams
- `-debugaxis`: Color the lightmaps according to the lightmap axis
- `-debugcluster`: Color the lightmaps according to the index of the cluster
- `-debugdeluxe`: Show deluxemaps on the lightmap
- `-debugnormals`: Color the lightmaps according to the direction of the surface normal
- `-debugorigin`: Color the lightmaps according to the origin of the luxels
- `-debugsurfaces`, `-debugsurface`: Color the lightmaps according to the index of the surface
- `-debugunused`: This option does nothing
- `-debug`: Mark the lightmaps according to the cluster: unmapped clusters get yellow, occluded ones get pink, flooded ones get blue overlay color, otherwise red
- `-deluxemode 0`: Use modelspace deluxemaps (DarkPlaces)
- `-deluxemode 1`: Use tangentspace deluxemaps
- `-deluxe`, `-deluxemap`: Enable deluxemapping (light direction maps)
- `-dirtdebug`, `-debugdirt`: Store the dirtmaps as lightmaps for debugging
- `-dirtdepth`: Dirtmapping depth
- `-dirtgain`: Dirtmapping exponent
- `-dirtmode 0`: Ordered direction dirtmapping
- `-dirtmode 1`: Randomized direction dirtmapping
- `-dirtscale`: Dirtmapping scaling factor
- `-dirty`: Enable dirtmapping
- `-dump`: Dump radiosity from `-bounce` into numbered MAP file prefabs
- `-export`: Export lightmaps when compile finished (like `-export` mode)
- `-exposure` F: Lightmap exposure to better support overbright spots
- `-external`: Force external lightmaps even if at size of internal lightmaps
- `-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`
- `-fastbounce`: Use `-fast` style lighting for radiosity
- `-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
- `-filter`: Lightmap filtering
- `-floodlight`: Enable floodlight (zero-effort somewhat decent lighting)
- `-gamma` F: Lightmap gamma
- `-gridambientscale` F: Scaling factor for the light grid ambient components only
- `-gridscale` F: Scaling factor for the light grid only
- `-keeplights`: Keep light entities in the BSP file after compile
- `-lightmapdir` directory: Directory to store external lightmaps (default: same as map name without extension)
- `-lightmapsize` N: Size of lightmaps to generate (must be a power of two)
- `-lomem`: Low memory but slower lighting mode
- `-lowquality`: Low quality floodlight (appears to currently break floodlight)
- `-minsamplesize` N: Sets minimum lightmap resolution in luxels/qu
- `-nocollapse`: Do not collapse identical lightmaps
- `-nodeluxe`, `-nodeluxemap`: Disable deluxemapping
- `-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`?)
- `-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` F, `-point` F: Scaling factor for point lights (light entities)
- `-q3`: Use nonlinear falloff curve by default (like Q3A)
- `-samplescale` F: Scales all lightmap resolutions
- `-samplesize` N: Sets default lightmap resolution in luxels/qu
- `-samples` N: Adaptive supersampling quality
- `-scale` F: Scaling factor for all light types
- `-shadeangle` A: Angle for phong shading
- `-shade`: Enable phong shading at default shade angle
- `-skyscale` F, `-sky` F: Scaling factor for sky and sun light
- `-smooth`: Deprecated alias for `-samples 2`
- `-style`, `-styles`: Enable support for light styles
- `-sunonly`: Only compute sun light
- `-super` N, `-supersample` N: Ordered grid supersampling quality
- `-thresh` F: Triangle subdivision threshold
- `-trianglecheck`: Broken check that should ensure luxels apply to the right triangle
- `-trisoup`: Convert brush faces to triangle soup
- `-wolf`: Use linear falloff curve by default (like W:ET)

## Analyzing BSP-like file structure¶

- `-analyze` ... filename.bsp: Switch that enters this mode
- `-lumpswap`: Swap byte order in the lumps

## Converting & Decompiling¶

- `-convert` ... filename.bsp: Switch that enters this mode
- `-de` number: Distance epsilon for the conversion
- `-format` converter: Select the converter (available: map, ase, or game names)
- `-ne` F: Normal epsilon for the conversion
- `-shadersasbitmap`: (only for ase) use the shader names as *BITMAP key so they work as prefabs

## Exporting lightmaps¶

- `-export` filename.bsp: Copies lightmaps from the BSP to filename/lightmap_0000.tga ff

## Fixing AAS checksum¶

- `-fixaas` filename.bsp: Switch that enters this mode

## Get info about BSP file¶

- `-info` filename.bsp: Switch that enters this mode

## Importing lightmaps¶

- `-import` filename.bsp: Copies lightmaps from filename/lightmap_0000.tga ff into the BSP

## MiniMap¶

- `-minimap` ... filename.bsp: Creates a minimap of the BSP, by default writes to `../gfx/filename_mini.tga`
- `-black`: Write the minimap as a black-on-transparency RGBA32 image
- `-boost` F: Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero
- `-border` F: Sets the amount of border pixels relative to the total image size
- `-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` xmin ymin zmin xmax ymax zmax: 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)
- `-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` filename.tga: Sets the output file name
- `-random` N: Sets the randomized supersampling count (cannot be combined with `-samples`)
- `-samples` N: Sets the ordered supersampling count (cannot be combined with `-random`)
- `-sharpen` F: Sets the sharpening coefficient
- `-size` N: Sets the width and height of the output image
- `-white`: Write the minimap as a white-on-transparency RGBA32 image

## Scaling¶

- `-scale` S filename.bsp: Scale uniformly
- `-scale` SX SY SZ filename.bsp: Scale non-uniformly
- `-scale -tex` S filename.bsp: Scale uniformly without texture lock
- `-scale -tex` SX SY SZ filename.bsp: Scale non-uniformly without texture lock

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