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The `map2cs.cfg' file is the most important way to configure `map2cs' I will explain all possible settings here.
A sample `map2cs.cfg' will look like this:
Map2CS.TextureSettings.DefaultTexture = a_4hewn Map2CS.TextureSettings.wad1 = E:\Sierra\Half-Life\valve\halflife.wad Map2CS.TextureSettings.wad2 = E:\Sierra\Half-Life\valve\xeno.wad Map2CS.TextureSettings.wad3 = E:\Sierra\Half-Life\valve\liquids.wad Map2CS.TextureSettings.wad4 = E:\Sierra\Half-Life\valve\texpack.wad Map2CS.TextureSettings.zip1 = E:\Cryst\skybox.zip Map2CS.TextureSettings.zip2 = E:\Cryst\skybox2.zip Map2CS.TextureSettings.pk1 = D:\Quake III Arena\baseq3\pak0.pk3 Map2CS.TextureSettings.pk2 = D:\Quake III Arena\baseq3\mapmedia.pk3 Map2CS.General.Scaling = 0.025 Map2CS.General.UseBSP = 1 Map2CS.General.RemoveHidden = 1 Map2CS.General.LightScale = 30 System.ApplicationID = Map2CS |
The following sections describe the various configuration file entries and the associated values which may appear in each section.
texturesettings
DefaultTexture
Specifies the name of the texture, that will be used, when the original texture is not found. If the default texture will not be found, the resulting map will not be usable. You need to manually edit the map file then. (I don't recommend doing so, but there are users, who just want to do that.)
wad
Specifies all possible wad files. You need to give the full path here. If there are several wad files, you need to number them: `wad1', `wad2', and so on. You can use any number of wad files with `map2cs'. The wad files need to be WAD3 format, which means the format used by Half-Life, not the format used by Quake 1 or 2!
pk
Specifies all possible pk3 files. These files are the archives, that Quake3 uses. You can create a pk3 file for use with `map2cs', if you create a zip archive, in which you create a subdirectory called textures. Put all your textures below that, and use TGA or JPG as texture formats. When you rename that zip file to pk3, you have a valid Quake3 texture archive. (At least it is a valid archive for `map2cs'.)
zip
Specifies all possible zip files. You need to give the full path here. If there are several zip files, you need to number them: `zip1', `zip2', and so on.. The zip files need to contain the textures in the main directory of the zip file (or a subdirectory equivalent to the name used in the map file). `map2cs' will look for the following formats in the zip file (in this order): TGA, JPG, JPEG, BMP, WAL.
general
scaling
Quake uses a scale of 1 unit equals 1 inch. Crystal Space uses 1 unit equals 1 meter, so obviously, we need some scaling. 0.025 is a very good factor to scale quake maps, but if you need a different factor, just use another value.
usebsp
Set this to true, to enable BSP-tree generation in all sectors. That should normally be 1 in all cases. You can set it to 0 for testing purposes though.
removehidden
Set this to 1 is you want MAP2CS to remove hidden surfaces. This is very useful for complex maps, because you have no chance to create maps without having hidden surfaces, but by removing these surfaces `map2cs' must sometimes split a polygon into smaller pieces, so polygon count can even raise but this setting. I recommend using it anyway, because it will reduce required fillrate. Also the engine can possibly cull away parts of the larger polygon which will speed up things. I recommend setting this to 1 for release maps and setting it to 0 for fast testings, because removal of hidden surfaces is pretty slow.
lightscale
This is a difficult setting. Because Quake and Crystal Space lighting differs very much there is no real translation. I assume 15 is a good value, some map will appear too bright then. In these cases set this value lower. If there is not enough light, increase the value.
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