=== vis === .. program:: vis vis calculates the visibility (and hearability) sets for .BSP files. Command-line options ==================== Logging ------- .. option:: -log [0] -nolog [0] whether log files are written or not .. option:: -verbose -v verbose output .. option:: -nopercent don't output percentage messages .. option:: -nostat don't output statistic messages .. option:: -noprogress don't output progress messages .. option:: -nocolor don't output color codes (for TB, etc) .. option:: -quiet -noverbose suppress non-important messages (equivalent to -nopercent -nostat -noprogress) Performance ----------- .. option:: -threads n number of threads to use, maximum; leave 0 for automatic .. option:: -lowpriority [0] run in a lower priority, to free up headroom for other processes .. option:: -fast run very simple & fast vis procedure Game ---- .. option:: -gamedir "relative/path" or "C:/absolute/path" override the default mod base directory. if this is not set, or if it is relative, it will be derived from the input file or the basedir if specified. .. option:: -basedir "relative/path" or "C:/absolute/path" override the default game base directory. if this is not set, or if it is relative, it will be derived from the input file or the gamedir if specified. .. option:: -filepriority archive | loose which types of archives (folders/loose files or packed archives) are higher priority and chosen first for path searching .. option:: -path "/path/to/folder" additional paths or archives to add to the search path, mostly for loose files .. option:: -q2rtx adjust settings to best support Q2RTX .. option:: -defaultpaths [0] -nodefaultpaths [0] whether the compiler should attempt to automatically derive game/base paths for games that support it Output ------ .. option:: -noambientsky don't output ambient sky sounds .. option:: -noambientwater don't output ambient water sounds .. option:: -noambientslime don't output ambient slime sounds .. option:: -noambientlava don't output ambient lava sounds .. option:: -noambient don't output ambient sounds at all .. option:: -autoclean [0] -noautoclean [0] remove any extra files on successful completion Advanced -------- .. option:: -level n number of iterations for tests .. option:: -visdist n control the distance required for a portal to be considered seen .. option:: -nostate ignore saved state files, for forced re-runs .. option:: -phsonly re-calculate the PHS of a Quake II BSP without touching the PVS Worldspawn keys =============== === vis === vis - Compute visibility (PVS) for a Quake BSP file Synopsis ======== **vis** [OPTION]... BSPFILE Description =========== **vis** is a tool used in the creation of maps for the game Quake. vis looks for a .prt file by stripping the file extension from BSPFILE (if any) and appending ".prt". vis then calculates the potentially visible set (PVS) information before updating the .bsp file, overwriting any existing PVS data. This vis tool supports the PRT2 format for Quake maps with detail brushes. See the qbsp documentation for details. Compiling a map (without the -fast parameter) can take a long time, even days or weeks in extreme cases. Vis will attempt to write a state file every five minutes so that progress will not be lost in case the computer needs to be rebooted or an unexpected power outage occurs. Options ======= .. program:: vis .. option:: -threads n Set number of threads explicitly. By default vis will attempt to detect the number of CPUs/cores available. .. option:: -fast Skip detailed calculations and calculate a very loose set of PVS data. Sometimes useful for a quick test while developing a map. .. option:: -level n Select a test level from 0 to 4 for detailed visibility calculations. Lower levels are not necessarily faster in in all cases. It is not recommended that you change the default level unless you are experiencing problems. Default 4. .. option:: -v Verbose output. .. option:: -vv Very verbose output. .. option:: -noambientsky Disable ambient sound generation for textures with names beginning with 'SKY'. .. option:: -noambientwater Disable ambient sound generation for textures with names beginning with '*WATER' or '*04WATER'. .. option:: -noambientslime Disable ambient sound generation for textures with names beginning with '*SLIME'. .. option:: -noambientlava Disable ambient sound generation for textures with names beginning with '*LAVA'. .. option:: -noambient Disable all ambient sound generation. .. option:: -visdist n Allow culling of areas further than n units. Author ====== | Kevin Shanahan (aka Tyrann) - http://disenchant.net | Eric Wasylishen | Based on source provided by id Software Reporting Bugs ============== | Please post bug reports at https://github.com/ericwa/tyrutils-ericw/issues. | Improvements to the documentation are welcome and encouraged. Copyright ========= | Copyright (C) 2017 Eric Wasylishen | Copyright (C) 2013 Kevin Shanahan | Copyright (C) 1997 id Software | License GPLv2+: GNU GPL version 2 or later | . This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law.