From e14fdd513eedecf78c8ac746b3a29e896eab1e76 Mon Sep 17 00:00:00 2001 From: Eric Wasylishen Date: Thu, 7 Jul 2022 00:36:29 -0600 Subject: [PATCH] docs: document -basedir/-gamedir --- docs/qbsp.rst | 28 ++++++++++++++++++++++++++++ 1 file changed, 28 insertions(+) diff --git a/docs/qbsp.rst b/docs/qbsp.rst index 865a58a7..a386f0a9 100644 --- a/docs/qbsp.rst +++ b/docs/qbsp.rst @@ -197,6 +197,34 @@ Options Set number of threads to use. By default, qbsp will attempt to use all available hardware threads. +Game Path Specification +----------------------- + +To compile a Q2 map, the compilers usually need to be able to locate an installation of the game. e.g. the .map might reference a texture name like ``e1u1/clip``, but qbsp needs to open the corresponding .wal file to look up the content/surface flags (playerclip, etc.) which are then written to the .bsp. + +We use the terminology: + +basedir + The directory containing the base game (e.g. ``id1`` or ``baseq2``). Can be an absolute path, e.g. ``c:/quake2/baseq2`` or ``c:/quake/id1``. + +gamedir + Optional mod directory, e.g. ``ad`` or ``c:/quake/ad``. If a gamedir is specified it will be added to the search path at a higher priority than the basedir. + +The common cases are: + +- place your .map in ``/baseq2/maps`` and compile it there, qbsp will auto detect the basedir/gamedir. +- for compiling a .map located elsewhere, use e.g.: + + .. code:: + + qbsp -basedir "c:/quake2/baseq2" input.map + + or + + .. code:: + + qbsp -basedir "c:/quake2/baseq2" -gamedir mymod input.map + Special Texture Names ---------------------