* -keepmodels in -bsp / _keepModels on worldspawn: keep misc_model entities in the BSP file after compile
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@@ -139,6 +139,7 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
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<li><strong><code>-flat</code>:</strong> Enable flat shading (good for combining with -celshader)</li>
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<li><strong><code>-fulldetail</code>:</strong> Treat detail brushes as structural ones</li>
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<li><strong><code>-keeplights</code>:</strong> Keep light entities in the BSP file after compile</li>
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<li><strong><code>-keepmodels</code>:</strong> Keep misc_model entities in the BSP file after compile</li>
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<li><strong><code>-leaktest</code>:</strong> Abort if a leak was found</li>
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<li><strong><code>-maxarea</code>:</strong> Use Max Area face surface generation</li>
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<li><strong><code>-meta</code>:</strong> Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)</li>
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@@ -150,6 +150,7 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
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<li><strong><code>_foghull</code>:</strong> must be set to a sky shader without <strong><code>textures/</code></strong> prefix when <code>_farplanedist</code> is used to avoid HoM effect</li>
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<li><strong><code>_ignoreleaks</code>, <code>ignoreleaks</code>:</strong> when set, no leak test is performed</li>
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<li><strong><code>_keepLights</code>:</strong> if set, <strong><code>light</code></strong> entities are not stripped from the <code>BSP</code> file when compiling</li>
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<li><strong><code>_keepModels</code>:</strong> if set, <strong><code>misc_model</code></strong> entities are not stripped from the <code>BSP</code> file when compiling</li>
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<li><strong><code>_maxlight</code>:</strong> amount of maximum light</li>
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<li><strong><code>_mingridlight</code>:</strong> amount of minimum grid light</li>
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<li><strong><code>_minlight</code>:</strong> amount of minimum light</li>
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