=== Jury-Rigged BJP Tools === Modified Quake Map Compiler based on Tools by Bengt Jardrup [ http://user.tninet.se/~xir870k/ ] Detail- and Hint-Brush code based on Quest-Ed Tools by Alexander Malmberg. This readme covers only newly added features - for information about basic usage please refer to the readme_TxQBSP.txt, readme_WVis.txt and readme_VisLight.txt files. Feel free to send inquiries / bug reports to < rebb@voidspark.net > === Readme Index - ChangeLog - Switch Documentation - Additional Information - Credits === ChangeLog v1.2.5 ( September 29th 2014 ) QBSP * Additional information for CheckFace warnings * increased some Auto-BSP2 limits * Added +-4096 model extents check * Added coarse check for detail nodes that face the void. * Added new switch for finding detail-brushes that are used in a "void sealing" way. ( thx mfx ) -makedetailleak Causes detail brushes to remain entities during compile. This will make the map leak if they are placed in a "void sealing" manner. Detail Brushes that are placed in a "void sealing" manner can cause problems for the final Vis quality ! * Account for rotate_object texture offset automatically. Related new switch : -oldrottex Disable automatic accounting for rotate_object texture offset ( old behaviour ) * Removed a change in clipping hull generation that could cause missing clipping in rare cases. * Increased internal winding point limit * Added experimental "inside filling" code for removing entityless areas of the map. Can be disabled using "-nofillinside" switch. * Additional fixes to clipping hull generation. Related switch : -clipfix [n] Sets type of "clipping fix" to use. n = 0-2, default 2 VIS * Increased internal winding point limit LIGHT * Increased lightmap UV precision ( thanks to ericw for finding this ) v1.2.4a ( August 4th 2014 ) * Reverted change in clipping hull generation that could cause clipping problems in rare cases. v1.2.4 ( June 9th 2014 ) QBSP * Support for BSP2 format Compiling to BSP2 can be forced using new -bsp2 switch, otherwise BSP2 output will be chosen automatically if BSP29 limits are exceeded. * New switches ( see documentation ) -maxnodesize [n] -portalacc [n] -nodetail * func_detail now handled properly during -onlyents compile * func_detail intersecting water no longer causes problems when watervis is enabled * additional HOM countermeasures VIS * Support for BSP2 format * additional HOM countermeasures * fixed a problem in sound pvs calculation LIGHT * Support for BSP2 format === Switch Documentation --- QBSP --- -clipfix [n] Sets type of "clipping fix" algorithm to use. Should usually not have to be touched. Combating clipping-hull problems ( specifically "holes" ) can usually be done by *carefully* increasing the "-epsilon" switch value ( default 0.01 ). n : 0-2 ( 0=disabled, default 2 ) -nofillinside Disables "inside filling", which removes entityless areas from the map. -oldrottex Uses the old way of texturing rotate_objects, not accounting for it automatically. -makedetailleak Can be used to find detail-brushes that are used in a "void sealing" way, which sould be avoided. -bsp2 Force BSP2 format output. If not supplied, the format is chosen automatically as needed. -maxnodesize [n] Force simpler BSP split heuristic when node size exceeds value in any dimension. Can have positive effect on Vis compilation times. Enabled by default ( 1024 ), set to less than 64 to disable. -portalacc [n] Setting this to 1 causes portal-file information to be written with higher definition values than normal. -nodetail Treat detail-brushes like worldspawn. Effectively disabled detail brushes. -noclipmerge Disables merging of surfaces during clipping-hull creation. -splitaxisratio [n] Used during BSP heuristic phase. Affects placement of bsp splits / portals. Suggested values : 1, 2 ( default ) -normalizesplitbounds Used during BSP heuristic phase. Affects placement of bsp splits / portals. -forcegoodtree ( Use not recommended ) Forces creation of a "full" BSP Tree in all stages, which can help lower marksurface counts slightly in some cases, increase them in others, or cause leaks. Use generally not recommended ;) === Additional Information --- DETAIL BRUSHES --- Detail brushes behave like standard brushes without adding to Vis compilation complexity - which can greatly reduce calculation times. - USAGE - Turn brushes into either "am_detail" or "func_detail" brush-entities. Only brushes that are unlikely to have any sizable impact on visibility should be turned into detail-brushes. Things like crates, pipes, barrels, teapots or bunnies are prime candidates for this ( this does not mean that you should overdo it with details ). --- HINT BRUSHES --- Hint brushes are a special type of brush which allows finer control over Vis-Portal placement. By using them it is possible to manually place vis-portals, which can improve the quality of the final visibility information. - USAGE - Apply the "hint" texture to any side of a brush where you want a vis-portal to be placed. !!! Important !!! The remaining sides of the same brush must be textured using the "hintskip" texture, to avoid unnecessarily placed portals. Both a "hint" and "hintskip" texture are provided in the hintskip.wad which comes with this package. There are various hint-brush related tutorials available for game-engines closely related to Quake. Those largely apply for this implementation as well. [ https://developer.valvesoftware.com/wiki/Hint_brush ] === Credits Special thanks to : id Software Bengt 'aguirre' Jardrup Alexander Malmberg Forest 'LordHavoc' Hale neg 'negke' ke Maik Badtke ( maikfranzxaver / mfx ) Hrimfaxi Original TxQBSP by Bengt Jardrup : [ http://user.tninet.se/~xir870k/ ] [ http://quakeone.com/119496-post103.html ] Original WVis by Willem : [ http://www.celephais.net/board/view_thread.php?id=60365 ] [ http://www.quaketastic.com/upload/files/tools/windows/misc/WVis.zip ] [ http://quakeone.com/files/9-mapping-developer-server-admin-tools/110-wvis_20100119-7z/ ] Quest-Ed by Alexander Malmberg : [ http://quest-ed.sourceforge.net/ ]