| BSP Options |
| BSP | This command turns your map file into a playable level. It creates a "Binary Space Partition". If this is the only option you use, then your map will be full-bright (i.e. no lighting is taken into account) and no performance optimizations will take place (i.e. -vis isn't run) |
| -meta | Helps optimize your map. Don't worry about the details, just use it. |
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| VIS Options |
| -vis | This process creates a table of what areas of your map are viewable from each point within your map. |
| -vis -fast | This is basically a much faster version of -vis. The trade off is that it doesn't really limit the potential viewable set of areas and therefor the performance of the level is not optimal. If you're testing /r_speeds do not use -vis -fast as it is NOT a good indicator of performance. |
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| Light Options |
| -light | This lights your map based on the light given off by your sky and the light entities you placed in your level. |
| -fast | Does lighting much faster than previous versions. This is a good enough light to use on production maps, just be sure to compensate because this switch makes your lighting a bit darker. Use of this switch implies -fastgrid and -fastbounce. |
| -super x | This replaces the old -extra and -extrawide switches. |
| -filter | Helps smooth out shadows. |
| -patchshadows | Causes patch meshes to cast shadows |
| -bounce x | Enables radiosity lighting. Basically calculates light bouncing off of surfaces. Be forwarned, your light process will have X passes, causing your compile to take longer. You can, however, break out of it at any time. |
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