i.ibb.co/Y79DTkZ/setting.png
i.ibb.co/XtG4w4d/sly.png
Edited 11.76 hours after the original posting.
Only parts of the compile script have been included.
buildBase () {
$Q3MAP2 -game quake3 -fs_basepath $GAMEPATH -v -meta ${MAPBASE}${MAP}
}
buildBaseSampleSize4 () {
$Q3MAP2 -game quake3 -fs_basepath $GAMEPATH -meta -samplesize 4 ${MAPBASE}${MAP}
}
buildVisFast () {
$Q3MAP2 -game quake3 -fs_basepath $GAMEPATH -v -vis -fast -saveprt ${MAPBASE}${MAP}
}
buildLightFast () {
$Q3MAP2 -game quake3 -fs_basepath $GAMEPATH -v -light -fast -patchshadows ${MAPBASE}${MAP}
}
buildLightFinal () {
$Q3MAP2 -game quake3 -fs_basepath $GAMEPATH -light -fast -patchshadows -samples 3 -samplesize 4 -bounce 8 -dirty -gamma 2 -compensate 4 ${MAPBASE}${MAP}
}
buildVis () {
$Q3MAP2 -game quake3 -fs_basepath $GAMEPATH -vis -saveprt ${MAPBASE}${MAP}
}
buildSunOnly () {
$Q3MAP2 -game quake3 -fs_basepath $GAMEPATH -light -sunonly -fast -patchshadows -samples 3 -bounce 8 -dirty -gamma 2 -compensate 4 ${MAPBASE}${MAP}
}
buildBots () {
$BSPC -optimize -forcesidesvisible -bsp2aas ${MAPBASE}${MAP}.bsp
}
To make a full, final build, the script would call:
buildBaseSampleSize4
buildVis
buildLightFinal
buildBots
A few links with a lot more details - en.wikibooks.org/w/index.php - and - openarena.fandom.c...g_and_packaging
Trenchbroom doesn't fully support the Q3 map format properly currently but does compensate with a Valve220 variant (which has more robust texture coordinates mainly). The NetRadiant Custom fork of Q3map2 should support this format
And regarding lighting, Your Mileage may vary. Experiment a lot with that, because Q3MAP2 enhances some and breaks some and doesn't reproduce Q3MAP's light rendering by default. Also the lighting may vary with engines and operating systems (i.e. linux breaking color ramps, sourceports breaking overbrights, lightmap normalization, etc.)
Edited 11.33 minutes after the original posting.
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