Re: Compile Options
Posted by Dark Tree on
Sun Oct 9th 2005 at 12:13am
Posted
2005-10-09 12:13am
646 posts
264 snarkmarks
Registered:
Apr 30th 2004
Occupation: DigiPen student
Location: USA
I tried compiling my HL2 map with:
$vis_exe <span style="color: gold;">-full (to get a full vis compile)
<span style="color: white;">but it wouldnt compile and gave me this:
Valve Software - vvis.exe (Dec 15 2004)<br style="color: cyan;">
VBSP: Unknown option "-full"<br style="color: cyan;">
<br style="color: cyan;">
Command line: "c:\program
files\valve\steam\steamapps\***\sourcesdk\bin\vvis.exe" "-full" "-game"
"c:\program files\valve\steam\steamapps\***\half-life 2\hl2"
"c:\program
files\valve\steam\steamapps\***\sourcesdk_content\hl2\mapsrc\***" <br style="color: cyan;">
<br style="color: cyan;">
usage : vvis [options...] bspfile<br style="color: cyan;">
example: vvis -fast c:\hl2\hl2\maps\test<br style="color: cyan;">
<br style="color: cyan;">
Common options:<br style="color: cyan;">
<br style="color: cyan;">
-v (or -verbose): Turn on verbose output (also shows more command<br style="color: cyan;">
-fast : Only do first quick pass on vis calculations.<br style="color: cyan;">
-mpi : Use VMPI to distribute computations.<br style="color: cyan;">
-low : Run as an idle-priority process.<br style="color: cyan;">
env_fog_controller specifies one.<br style="color: cyan;">
<br style="color: cyan;">
-vproject <directory> : Override the VPROJECT environment variable.<br style="color: cyan;">
-game <directory> : Same as -vproject.<br style="color: cyan;">
<br style="color: cyan;">
Other options:<br style="color: cyan;">
-novconfig : Don't bring up graphical UI on vproject errors.<br style="color: cyan;">
-radius_override: Force a vis radius, regardless of whether an<br style="color: cyan;">
-mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.<br style="color: cyan;">
-threads : Control the number of threads vbsp uses (defaults to the #<br style="color: cyan;">
or processors on your machine).<br style="color: cyan;">
-nosort : Don't sort portals (sorting is an optimization).<br style="color: cyan;">
-tmpin : Make portals come from \tmp\<mapname>.<br style="color: cyan;">
<span style="color: cyan;"> -tmpout : Make portals come from \tmp\<mapname>.
<span style="color: white;">So it gave me a list of optional commands
that either made no sense or were completely useless to me. None of
them have anything to do with compiling your map with full vis. I
thought that was what I did in HL1 but apparently not. What is the
command in HL2 to compile maps with full vis?
Also, I tried to compile my map with:
$light_exe -extra (to give the map full a full RAD compile)
Of course...it didn't work and spat this out:
Valve Software - vrad.exe (Mar 8 2005)<br style="color: cyan;">
----- Radiosity Simulator ----<br style="color: cyan;">
Command line: "c:\program
files\valve\steam\steamapps***\sourcesdk\bin\vrad.exe" "-extra" "-game"
"c:\program files\valve\steam\steamapps\***\half-life 2\hl2"
"c:\program
files\valve\steam\steamapps\***\sourcesdk_content\hl2\mapsrc\***" <br style="color: cyan;">
<br style="color: cyan;">
usage : vrad [options...] bspfile<br style="color: cyan;">
example: vrad c:\hl2\hl2\maps\test<br style="color: cyan;">
<br style="color: cyan;">
Common options:<br style="color: cyan;">
<br style="color: cyan;">
-v (or -verbose): Turn on verbose output (also shows more command<br style="color: cyan;">
-bounce # : Set max number of bounces (default: 100).<br style="color: cyan;">
-fast : Quick and dirty lighting.<br style="color: cyan;">
-low : Run as an idle-priority process.<br style="color: cyan;">
-mpi : Use VMPI to distribute computations.<br style="color: cyan;">
-rederror : Show errors in red.<br style="color: cyan;">
<br style="color: cyan;">
-vproject <directory> : Override the VPROJECT environment variable.<br style="color: cyan;">
-game <directory> : Same as -vproject.<br style="color: cyan;">
<br style="color: cyan;">
Other options:<br style="color: cyan;">
-novconfig : Don't bring up graphical UI on vproject errors.<br style="color: cyan;">
-dump : Write debugging .txt files.<br style="color: cyan;">
-dumpnormals : Write normals to debug files.<br style="color: cyan;">
-threads : Control the number of threads vbsp uses (defaults to the #<br style="color: cyan;">
or processors on your machine).<br style="color: cyan;">
-lights <file> : Load a lights file in addition to lights.rad and the<br style="color: cyan;">
level lights file.<br style="color: cyan;">
-noextra : Disable supersampling.<br style="color: cyan;">
-debugextra : Places debugging data in lightmaps to visualize<br style="color: cyan;">
supersampling.<br style="color: cyan;">
-smooth # : Set the threshold for smoothing groups, in degrees<br style="color: cyan;">
(default 45).<br style="color: cyan;">
-dlightmap : Force direct lighting into different lightmap than<br style="color: cyan;">
radiosity.<br style="color: cyan;">
-stoponexit : Wait for a keypress on exit.<br style="color: cyan;">
-mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.<br style="color: cyan;">
-nodetaillight : Don't light detail props.<br style="color: cyan;">
-centersamples : Move sample centers.<br style="color: cyan;">
-luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).<br style="color: cyan;">
The number specified must be less than 1.0 or it will be<br style="color: cyan;">
ignored.<br style="color: cyan;">
-loghash : Log the sample hash table to samplehash.txt.<br style="color: cyan;">
-onlydetail : Only light detail props and per-leaf lighting.<br style="color: cyan;">
-maxdispsamplesize #: Set max displacement sample size (default: 512).<br style="color: cyan;">
</span></span></span>
And again....gives me many options OTHER than what I am looking for. Is there no equivelant to "-extra" in HL2?
also, among these options in vis and rad...are there any other special
ways to compile like using "-full" and "-extra" to polish a map? Would
you suggest "smooth #" or "bounce #"? And if so, how much? Why are full and
extra left out fro mthe list of options of how to compile? Why am I
such a moron?
I did google AND search this site many times before I posted this, even looking at Leperous' 'expert' compiling options for HL2.
So...how is this done? (full vis and extra rad)
</span>
Re: Compile Options
Posted by Campaignjunkie on
Sun Oct 9th 2005 at 12:36am
Posted
2005-10-09 12:36am
1309 posts
329 snarkmarks
Registered:
Feb 12th 2002
Occupation: Student
Location: West Coast, USA
VIS and RAD are already run on "full" and "extra" by default.
"-smooth" has been made kind of redundant with the addition of
smoothing groups in Hammer. As for light bounces, I think the default
is 100, so don't worry about that.
Re: Compile Options
Posted by Dark Tree on
Sun Oct 9th 2005 at 6:03am
646 posts
264 snarkmarks
Registered:
Apr 30th 2004
Occupation: DigiPen student
Location: USA
so compiling your map with 'normal' vis and 'normal' rad is the highest setting for each? cool.