q3map ----- -threads Number of threads used to compile the map. For the fastest compile times the number of threads is set to the number of system processors. -glview Write a .gl file of the bsp tree for debugging. -v Output verbose information. -draw Enable realtime debug drawing output. -nowater Water, slime and lava brushes are not compiled and won't show up when running the map in Quake. -noopt unused. -nofill unused. -nodetail Detail brushes are not compiled and won't show up when running the map in Quake. -fulldetail Detail brushes will be treated as normal brushes. -onlyents Only change the entities in a .bsp using a .ent file. -onlytextures Only change the textures in a .bsp file. -micro unused. -nofog Visible surfaces that cross fog boundaries will not be split along the bound. This can cause visually incorrect fog in the map. -nosubdivide Visible surfaces are not subdivided as required by shader tesselation. The shader parameter "tesssize" sets the tesselation of a surface. -leaktest Only test the map for leaks. If a leak is found the compilation is stopped. -verboseentities Output verbose information about entity sub-models. -nocurves Curves are not compiled and won't show up when running the map in Quake. -notjunc T-junctions are not fixed. This can cause tiny slits where a brush meets halfway another brush. -expand Expands all the brush planes and saves a new map out to allow visual inspection of the clipping bevels -tmpout Output files to a folder called "tmp". -fakemap Write out a fakemap.map This map will contain a worldspawn entity with all the world brushes. -samplesize Set the lightmap pixel size to NxN units. Default 16x16. q3map -vis ---------- -threads Number of threads used to compile the map. For the fastest compile times the number of threads is set to the number of system processors. -fast Only calculate a very loose visiblity list. It doesn't take much time to calculate but a lot more polygons will be drawn by the Q3 engine than necesary. -merge Merge bsp leaves before calculating the visibility list. This will speed up the vis calculations but mostly more polygons will be drawn by the Q3 engine than necesary. -nopassage Disable the passage visibility algorithm. The passage vis is faster and a bit more tight than the default algorithm. -level unused. -v Output verbose information. -nosort Don't sort the portals on complexity. Sorting mostly speeds up visibility calculations because more complex portals can use information from less complex portals. -saveprt Don't delete the .prt file after creating the visibility list. -tmpin Input files will be read from a folder called "tmp". -tmpout Output files will be written to a folder called "tmp". q3map -light ------------ -threads Number of threads used to compile the map. For the fastest compile times the number of threads is set to the number of system processors. -area This scales the light intensity of area lights. -point This scales the light intensity of point lights. -notrace No light tracing is performed. As a result no shadows will be casted. -patchshadows Enable patches casting shadows. -novertex Don't calculate vertex lighting. -nogrid Don't calculate light grid for dynamic model lighting. -extra Take four samples per lightmap pixel and store the average light value of these four samples for the actual lightmap pixel. This super sampling is used for anti-aliasing. -extrawide Just like -extra four samples per lightmap pixel are calculated. However the average of 12 samples is stored per lightmap pixel. -samplesize Set the lightmap pixel size to NxN units. Default 16x16. -border Create a debugging border around the lightmap. -v Output verbose information. -nosurf unused. -dump unused. q3map -vlight ------------- -threads Number of threads used to compile the map. For the fastest compile times the number of threads is set to the number of system processors. -area This scales the light intensity of area lights. -point This scales the light intensity of point lights. -novertex Don't calculate vertex lighting. -nogrid Don't calculate light grid for dynamic model lighting. -nostitching No polygon stitching before lighting. -noalphashading Don't use alpha shading. -nocolorshading Don't use colored alpha shading. -samplesize Set the lightmap pixel size to NxN units. Default 16x16. -v Output verbose information.