-wolf switch in q3map2?


(Kobayashi) #1

Hello, i’m new to mapping and trying to find info about the -wolf switch in q3map2.
what does it do… is it relevant for compiling Et maps?


(SCDS_reyalP) #2

-wolf in the light phase sets the default falloff of lights to linear. -game et or -game wolf already does this, so it will have no effect in ET. (if you wanted to default to non-linear in wolf games, you could use -q3)


(Kobayashi) #3

Thank you


(Detoeni) #4

setting -q3 will get you a bsp verson 46, wolf and et use verson 47.


(SCDS_reyalP) #5

No. These are different than the -game options.


(Detoeni) #6

Ooops missed that, sorry.


(Detoeni) #7

when you change the switch, say for a q3 map and run -et in the light section, does that mean q3map2 reads from a diffirent ddl to what it started with?
What I am intrested in, is I’v been using external lightmaps in q3, only the dont get exported correct (they come out the wrong size, mirrored and reversed (great fun in photoshop)), but for et, external lightmaps work well.


(SCDS_reyalP) #8

There is no -et.

There is -game et and -game q3 etc
There is also -light -wolf and -light -q3 (which should be put after -game, or they will have no effect, AFAIK)

Trying to change -game between compile phases will not work, because the BSP version will be wrong.

ET external lightmaps most likely wouldn’t work with q3 anyway, as ISTR the ET engine has some native support for them. However, external lightmaps should work for q3. They certainly did at one time.


(Detoeni) #9

ET external lightmaps most likely wouldn’t work with q3 anyway

Yes, with the et switch q3map2 wont link the bsp to the custom shaders like it does in q3, but if I can get a clean lightmaps, I can just swap them for the duff ones I get from a q3 light compile…I’ll have to give it ago and see.

edit

Trying to change -game between

blast, I need glasses, I guess I’ll just have to move the whole thing into et.