What Q3Map2 switches do you use?
Posted: Thu Jul 13, 2006 12:36 am
...and why?
I'm looking for a high quality compile without "too much" compile time (some switches speed up the process considerably, especially in the light stage).
I have searched the forum here but haven't found anything conclusive.
I have used these settings for my last map (a long time ago):
BSP -meta,
VIS -fullvis,
Light -bounce 8 -fast -filter -patchshadows -samples 2 -super 2,
BSPC -forcesidesvisible -optimize
Without taking into account the aas compile, wikipedia comes up with these settings:
BSP -skyfix -rename -meta -samplesize 4 -v
VIS -v
LIGHT -bounce 3 -fast -filter -gamma 2 -patchshadows -samples 3 -v
wikipedia A final good compile
Below are the "extra" switched I haven't used before:
BSP:
-skyfix: "Enables fix for buggy ATI GL_CLAMP behavior. Always use this."
-rename: "not sure exactly what it does but I will just call it magic as it makes the ugly black models in sof2 show up with the right colors (if you are using misc_model in your map use this switch)"
-samplesize: "Writes the prescribed samplesize argument to the .srf surface file. The .srf file (and thus -samplesize) affects the -light phase of compile. A lower -samplesize value produces more sharply defined lightmaps. The default samplesize is 16; a samplesize value of 4 produces a very high quality compile, suitable to call "final." A samplesize value of 1 would be total overkill, resulting in epochal compile times and immensely bloated .bsp filesize."
-v: "Enables verbose mode for the bsp phase. Always use this." (for all stages).
VIS:
-v: see above
Most noticably are the switches in the light compile:
LIGHT:
-bounce 8: I read somewhere this is a high quality setting, yet Wiki recommends using -bounce 3, this will save a lot in compiling time, comments?
I used -filter, however Wiki says(! even though their "final good compile" uses the same switch...?): "Applies a gaussian blur to lightmaps, smoothing out shadows. Sounds good in theory, but -filter doesn't play nice with a lot of the more interesting effects... don't use it. Use -samples instead."
gamma: "Creates a more realistic color ramp between "light" and "dark." Good values are in the 1.4-2.2 range. Games that use r_overBrightBits and r_mapOverBrightBits (Quake III: Arena, most notably) will need those cvars disabled unless -compensate is used accordingly."
-super: "Enables arbitrarily ordered grid supersampling of lightmaps. This is much, much, much slower than -samples, by the way." Wiki does not recommend this setting in a final compile...
I am not sure whether to use thes switches:
-bounce 3/8
-bouncegrid (not used in Wiki's version, read afterwards it's used)
-dark: "Enables darkening of lightmaps at brush/lightmap seams. Sort of like a half-assed occlusion pass, ends up looking a bit Unreal 1-ish. Very subtle."
-dirty: "Enables ambient occlusion or "dirtmapping". Basically, less-visible areas (such as nooks and crannies, cracks and crevices) will become darker. This simulates a dirty, grimy effect. Check the 2.5.14 release thread for further details."
-fastbounce: "Enables -fast style calculations, but only for radiosity lights."
-fastgrid: "Enables -fast style calculations, but only for the lightgrid."
-filter (contradiction)
-super 2 (same, not used, yet I read it was good)
I'm looking for a high quality compile without "too much" compile time (some switches speed up the process considerably, especially in the light stage).
I have searched the forum here but haven't found anything conclusive.
I have used these settings for my last map (a long time ago):
BSP -meta,
VIS -fullvis,
Light -bounce 8 -fast -filter -patchshadows -samples 2 -super 2,
BSPC -forcesidesvisible -optimize
Without taking into account the aas compile, wikipedia comes up with these settings:
BSP -skyfix -rename -meta -samplesize 4 -v
VIS -v
LIGHT -bounce 3 -fast -filter -gamma 2 -patchshadows -samples 3 -v
wikipedia A final good compile
Below are the "extra" switched I haven't used before:
BSP:
-skyfix: "Enables fix for buggy ATI GL_CLAMP behavior. Always use this."
-rename: "not sure exactly what it does but I will just call it magic as it makes the ugly black models in sof2 show up with the right colors (if you are using misc_model in your map use this switch)"
-samplesize: "Writes the prescribed samplesize argument to the .srf surface file. The .srf file (and thus -samplesize) affects the -light phase of compile. A lower -samplesize value produces more sharply defined lightmaps. The default samplesize is 16; a samplesize value of 4 produces a very high quality compile, suitable to call "final." A samplesize value of 1 would be total overkill, resulting in epochal compile times and immensely bloated .bsp filesize."
-v: "Enables verbose mode for the bsp phase. Always use this." (for all stages).
VIS:
-v: see above
Most noticably are the switches in the light compile:
LIGHT:
-bounce 8: I read somewhere this is a high quality setting, yet Wiki recommends using -bounce 3, this will save a lot in compiling time, comments?
I used -filter, however Wiki says(! even though their "final good compile" uses the same switch...?): "Applies a gaussian blur to lightmaps, smoothing out shadows. Sounds good in theory, but -filter doesn't play nice with a lot of the more interesting effects... don't use it. Use -samples instead."
gamma: "Creates a more realistic color ramp between "light" and "dark." Good values are in the 1.4-2.2 range. Games that use r_overBrightBits and r_mapOverBrightBits (Quake III: Arena, most notably) will need those cvars disabled unless -compensate is used accordingly."
-super: "Enables arbitrarily ordered grid supersampling of lightmaps. This is much, much, much slower than -samples, by the way." Wiki does not recommend this setting in a final compile...
I am not sure whether to use thes switches:
-bounce 3/8
-bouncegrid (not used in Wiki's version, read afterwards it's used)
-dark: "Enables darkening of lightmaps at brush/lightmap seams. Sort of like a half-assed occlusion pass, ends up looking a bit Unreal 1-ish. Very subtle."
-dirty: "Enables ambient occlusion or "dirtmapping". Basically, less-visible areas (such as nooks and crannies, cracks and crevices) will become darker. This simulates a dirty, grimy effect. Check the 2.5.14 release thread for further details."
-fastbounce: "Enables -fast style calculations, but only for radiosity lights."
-fastgrid: "Enables -fast style calculations, but only for the lightgrid."
-filter (contradiction)
-super 2 (same, not used, yet I read it was good)