nib's Mapper Resource Center
     

The Newbie's Map Making F.A.Q.: Compiling, Running & Testing


This page will help you with compiling and loading your map.

What do the various compile options do?
How do I compile my map?
How do I run my new map?
How do I test my map's performance?
Hint brushes: What are they and how do I use them?




What do the various compile options do (updated for q3map2 v2.3)?

BSP Options
BSPThis 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)
-metaHelps optimize your map. Don't worry about the details, just use it.
 
VIS Options
-visThis process creates a table of what areas of your map are viewable from each point within your map.
-vis -fastThis 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.
 
Light Options
-lightThis lights your map based on the light given off by your sky and the light entities you placed in your level.
-fastDoes 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 xThis replaces the old -extra and -extrawide switches.
-filterHelps smooth out shadows.
-patchshadowsCauses patch meshes to cast shadows
-bounce xEnables 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.
 


So, which of these should you use? Well, here's my opinion. While doing your basic building and testing, I recommend you just use bsp with -meta. Once you start lighting and want to test, use BSP with -fast. However, when you're ready to start really analyzing the performance and making sure you don't have too high of an r_speed count, then you should start using -vis. For testing light you can use just use -fast. Once all that's done and you're ready to do a full production compile, use the following switches:

For the BSP phase use: -meta
For the VIS phase use: -vis
For the Light phase use: -light -fast -filter -super 2 -patchshadows.
You could also do -bounce 2 if you're willing to wait a while :).

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How do I compile my map?

Compiling your map is very simple, just choose the desired compile options from the BSP menu. However, if you're using the new q3map2, and you haven't updated your radiant to take advantage of the new switches, you'll either want to create a batch file or use a program like q3Map2Build, which is what I'd recomment.

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How do I run my new map?

Once you've compiled your map and are ready to test it, launch WolfMP (you should have an icon). While at the menu screen, press the ~ key to bring down the console and type:
/sv_pure 0 then press enter. Then type /devmap mapname and press enter.

You can also put those commands in a shortcut to save you from having to type them each time. Just make your command line in the shortcut look like this:
wolfmp.exe +sv_pure 0 +devmap mapname

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How do I test my map's performance?

As a newbie, tweaking the performance of your map will be challenging. Most of your struggle will come from not understanding some of the bigger concepts. Only time, practice and reading tutorials will make it easier.
Claudec's

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Hint brushes: What are they and how do I use them?

Hint bruhes are another topic that is difficult for a newbie to grasp until you have a better understanding of the whole compile process. Here are a couple places to find some good info about them:
F.P.S.
Spog's - This is very technical, but very good
djbob
My tutorial

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