docs: document -basedir/-gamedir
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@ -197,6 +197,34 @@ Options
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Set number of threads to use. By default, qbsp will attempt to
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use all available hardware threads.
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Game Path Specification
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-----------------------
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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.
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We use the terminology:
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basedir
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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``.
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gamedir
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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.
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The common cases are:
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- place your .map in ``<quake2>/baseq2/maps`` and compile it there, qbsp will auto detect the basedir/gamedir.
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- for compiling a .map located elsewhere, use e.g.:
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.. code::
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qbsp -basedir "c:/quake2/baseq2" input.map
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or
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.. code::
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qbsp -basedir "c:/quake2/baseq2" -gamedir mymod input.map
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Special Texture Names
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---------------------
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