253 lines
5.4 KiB
ReStructuredText
253 lines
5.4 KiB
ReStructuredText
===
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vis
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===
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.. program:: vis
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vis calculates the visibility (and hearability) sets for
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.BSP files.
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Command-line options
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====================
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Logging
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-------
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.. option:: -log [0]
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-nolog [0]
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whether log files are written or not
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.. option:: -verbose
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-v
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verbose output
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.. option:: -nopercent
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don't output percentage messages
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.. option:: -nostat
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don't output statistic messages
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.. option:: -noprogress
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don't output progress messages
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.. option:: -nocolor
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don't output color codes (for TB, etc)
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.. option:: -quiet
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-noverbose
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suppress non-important messages (equivalent to -nopercent -nostat -noprogress)
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Performance
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-----------
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.. option:: -threads n
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number of threads to use, maximum; leave 0 for automatic
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.. option:: -lowpriority [0]
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run in a lower priority, to free up headroom for other processes
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.. option:: -fast
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run very simple & fast vis procedure
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Game
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----
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.. option:: -gamedir "relative/path" or "C:/absolute/path"
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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.
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.. option:: -basedir "relative/path" or "C:/absolute/path"
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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.
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.. option:: -filepriority archive | loose
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which types of archives (folders/loose files or packed archives) are higher priority and chosen first for path searching
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.. option:: -path "/path/to/folder" <multiple allowed>
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additional paths or archives to add to the search path, mostly for loose files
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.. option:: -q2rtx
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adjust settings to best support Q2RTX
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.. option:: -defaultpaths [0]
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-nodefaultpaths [0]
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whether the compiler should attempt to automatically derive game/base paths for games that support it
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Output
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------
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.. option:: -noambientsky
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don't output ambient sky sounds
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.. option:: -noambientwater
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don't output ambient water sounds
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.. option:: -noambientslime
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don't output ambient slime sounds
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.. option:: -noambientlava
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don't output ambient lava sounds
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.. option:: -noambient
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don't output ambient sounds at all
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.. option:: -autoclean [0]
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-noautoclean [0]
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remove any extra files on successful completion
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Advanced
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--------
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.. option:: -level n
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number of iterations for tests
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.. option:: -visdist n
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control the distance required for a portal to be considered seen
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.. option:: -nostate
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ignore saved state files, for forced re-runs
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.. option:: -phsonly
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re-calculate the PHS of a Quake II BSP without touching the PVS
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Worldspawn keys
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===============
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===
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vis
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===
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vis - Compute visibility (PVS) for a Quake BSP file
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Synopsis
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========
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**vis** [OPTION]... BSPFILE
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Description
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===========
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**vis** is a tool used in the creation of maps for the game Quake. vis
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looks for a .prt file by stripping the file extension from BSPFILE (if
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any) and appending ".prt". vis then calculates the potentially visible
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set (PVS) information before updating the .bsp file, overwriting any
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existing PVS data.
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This vis tool supports the PRT2 format for Quake maps with detail
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brushes. See the qbsp documentation for details.
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Compiling a map (without the -fast parameter) can take a long time, even
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days or weeks in extreme cases. Vis will attempt to write a state file
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every five minutes so that progress will not be lost in case the
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computer needs to be rebooted or an unexpected power outage occurs.
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Options
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=======
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.. program:: vis
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.. option:: -threads n
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Set number of threads explicitly. By default vis will attempt to
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detect the number of CPUs/cores available.
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.. option:: -fast
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Skip detailed calculations and calculate a very loose set of PVS
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data. Sometimes useful for a quick test while developing a map.
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.. option:: -level n
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Select a test level from 0 to 4 for detailed visibility calculations.
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Lower levels are not necessarily faster in in all cases. It is not
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recommended that you change the default level unless you are
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experiencing problems. Default 4.
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.. option:: -v
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Verbose output.
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.. option:: -vv
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Very verbose output.
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.. option:: -noambientsky
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Disable ambient sound generation for textures with names beginning
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with 'SKY'.
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.. option:: -noambientwater
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Disable ambient sound generation for textures with names beginning
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with '*WATER' or '*04WATER'.
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.. option:: -noambientslime
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Disable ambient sound generation for textures with names beginning
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with '*SLIME'.
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.. option:: -noambientlava
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Disable ambient sound generation for textures with names beginning
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with '*LAVA'.
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.. option:: -noambient
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Disable all ambient sound generation.
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.. option:: -visdist n
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Allow culling of areas further than n units.
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Author
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======
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| Kevin Shanahan (aka Tyrann) - http://disenchant.net
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| Eric Wasylishen
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| Based on source provided by id Software
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Reporting Bugs
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==============
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| Please post bug reports at
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https://github.com/ericwa/tyrutils-ericw/issues.
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| Improvements to the documentation are welcome and encouraged.
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Copyright
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=========
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| Copyright (C) 2017 Eric Wasylishen
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| Copyright (C) 2013 Kevin Shanahan
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| Copyright (C) 1997 id Software
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| License GPLv2+: GNU GPL version 2 or later
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| <http://gnu.org/licenses/gpl2.html>.
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This is free software: you are free to change and redistribute it. There
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is NO WARRANTY, to the extent permitted by law.
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