I’m using this batch file for my compiling needs:
@ECHO OFF
:PATHS
SET MAP_NAME=border_crossing
SET GAME_PATH="G:\Games\Wolfenstein - Enemy Territory"
SET MAP_PATH="G:\Games\Wolfenstein - Enemy Territory\etmain\maps"
SET Q3MAP2_PATH=E:\Q3MAP2\q3map2.exe
:BSP
SET BSP_VAR=-meta -leaktest -verboseentities
rem SET BSP_VAR=-meta
rem SET BSP_VAR=-meta -verboseentities
rem SET BSP_VAR=-meta -verboseentities -leaktest
rem SET BSP_VAR=-meta -verboseentities -debugportals
rem SET BSP_VAR=-meta -verboseentities -debugsurfaces
rem SET BSP_VAR=-meta -verboseentities -leaktest -notjunc
:VIS
SET VIS_VAR=-vis -saveprt
rem SET VIS_VAR=-vis
rem SET VIS_VAR=-vis -saveprt
rem SET VIS_VAR=-vis -saveprt -hint
rem SET VIS_VAR=-vis -saveprt -nopassage
:LIGHT
SET LIGHT_VAR=-light -fast
rem This one is used by SD on their maps: SET LIGHT_VAR=-light -fast -samples 2 -filter -bounce 8 -external -lightmapsize 256 -approx 8
rem SET LIGHT_VAR=-light -fast -bouncegrid
rem SET LIGHT_VAR=-light -fast -nogrid -thresh 2
rem SET LIGHT_VAR=-light -fast -bouncegrid -border
rem SET LIGHT_VAR=-light -fast -bouncegrid -bounce 3
rem SET LIGHT_VAR=-light -fast -bouncegrid -debugsurfaces
rem SET LIGHT_VAR=-light -fast -bounce 3 -bouncegrid -border
rem SET LIGHT_VAR=-light -fast -bouncegrid -bounce 3 -super 2
rem SET LIGHT_VAR=-light -fast -bouncegrid -super 4 -shadeangle 35 -thresh .5
rem SET LIGHT_VAR=-light -fast -bounce 3 -bouncegrid -super 2 -patchshadows
rem SET LIGHT_VAR=-light -fast -bounce 99 -bouncegrid -patchshadows -shadeangle 35 -super 86 -thresh .45
:OPTIONS
SET GEN_OPTIONS=-game et -fs_basepath %GAME_PATH% -fs_game %MAP_PATH% -v
:ACTION
%Q3MAP2_PATH% %BSP_VAR% %GEN_OPTIONS% %MAP_NAME%
rem %Q3MAP2_PATH% %VIS_VAR% %GEN_OPTIONS% %MAP_NAME%
rem %Q3MAP2_PATH% %LIGHT_VAR% %GEN_OPTIONS% %MAP_NAME%
PAUSE
Start by changing the paths and map name in the PATHS section, to fit your needs.
Now the ACTION section is where it all happens. A complete compile of a map has 3 stages:
- Calculate geometry
- Calculate VIS(ibility), ie. what can be seen from where in the map
- Calculate lighting
Each of these three stages corresponds to one of the lines in the ACTION section.
To see you geometry you only need stage one. However when you are going to test ligting you’ll need all three stages.
The VIS stage can tage a very long time if you have many structural brushes which should have been detail brushes. More structural brushes creates more places for which VIS has to be calculated. Therefore it can take ages.
Within the three stages you can select different compile options. For the geometry and vis stages you should be set with the above settings, however the ligthing stage is currently set to the simplest settings.