docs: document -basedir/-gamedir

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Eric Wasylishen 2022-07-07 00:36:29 -06:00
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@ -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 ``<quake2>/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
---------------------