Q3MAP2(1)

πŸ“¦
version 1.5.0+git20260429 Β· 2 versions
, in ubuntu stonking

πŸŽ€ q3map2(1) πŸŽ€ β€” General Commands Manual, section 1, bestie edition πŸ¦‹

okay so like, welcome to the q3map2 manual πŸ’– this is a General Commands Manual page for section 1, and we're gonna go through every single thing in it, no skips, no summaries, periodt ✨


✨ NAME ✨

q3map2 β€” a quake BSP compiler πŸ‘‘


🌸 SYNOPSIS 🌸

q3map2 stage [common options] [stage options] file

πŸ’œ DESCRIPTION πŸ’œ

q3map2 is a BSP compiler for games based on the id Tech 3 engine. What it does is take .map files β€” those cute editable ones you make with an editor (like GtkRadiant or Netradiant, iykyk) β€” and turns them into .bsp files. And heads up bestie: .bsp files are binary files for the game and are not editable. So like, once she's compiled she is compiled, no takebacks 😭

It currently supports the following games:

  • Nexuiz
  • OpenArena
  • Q3Rally
  • Quake 3 Arena/Team Arena
  • Quake Live
  • Reaction
  • Return to Castle Wolfenstien
  • Smokin' Guns
  • Soldier of Fortune II
  • Star Trek Elite Force
  • Star Wars Jedi Knight: Jedi Academy
  • Star Wars Jedi Knight II: Jedi Outcast
  • Tenebrae (Quake1 Engine Modification Project)
  • Tremulous
  • Unvanquished
  • Urban Terror
  • WarFork
  • WarΒ§ow
  • Wolfenstein: Enemy Territory
  • World of Padman
  • Xonotic

a whole roster fr fr 🌈


πŸŽ€ STAGE πŸŽ€

So the command is the thing that says what operation q3map is gonna perform on the given file. And listen: only one command can be specified. One. Singular. Pick your fave πŸ’…

  • -bsp β€” Compiles a .map file into a .bsp (binary space partition) file for use with the Quake III Arena engine. It also writes a .prt (portal information) file and a .srf (surface) file. This is the default command: if no command is given, -bcp is assumed. πŸ‘€ This command requires file to be a path to an uncompiled .map file.
  • -vis β€” Creates visibility sets based on the portal file. This command requires file to be a path to a .map file, which has been processed with the -bcp command.
  • -light β€” Calculates lighting data πŸ’‘ This command requires file to be a path to an uncompiled .map file. And ngl, if the -light command is used without additional options, less than desirable output will be achieved 😬 (she's telling you for your own good).
  • -scale <factor> β€” Scales a compiled .bsp by the prescribed factor. Like, a factor of 0.25 will output a new .bsp that is 25% of the original .bsp's size, and a factor of 2.0 will output a new .bsp that is twice as large. The scaled output is written to the maps subdirectory of the game base directory. This command requires file to be a path to a compiled .bsp file.
  • -convert β€” Converts a compiled .bsp to another format. This command requires file to be a path to a compiled .bsp file.
  • -export β€” Exports internal lightmaps from a compiled .bsp to external .tga images. This command requires file to be a path to a compiled .bsp file.
  • -exportents β€” Exports internal entities from a compiled .bsp. This command requires file to be a path to a compiled .bsp file.
  • -fixaas β€” no description in the original, she's giving mystery 🫣
  • -info β€” Analyzes a compiled bsp and outputs information to the screen or log. This command requires file to be a path to a compiled .bsp file.
  • -import β€” Imports external .tga lightmaps back into a compiled .bsp. Lowkey important: imported lightmaps will only work on the unmodified BSP they were exported from. This command requires file to be a path to a compiled .bsp file.
  • -minimap β€” also no description in the original. iconic, silent, mysterious πŸ•ΆοΈ

πŸ’… COMMON OPTIONS πŸ’…

  • -force β€” Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash πŸ’€ (yes bestie, it can crash, proceed with caution).
  • -fs_basepath <path> β€” Sets the given path as main directory of the game (can be used more than once to look in multiple paths).
  • -fs_forbiddenpath <pattern> β€” Pattern to ignore directories, pk3, and pk3dir; example pak?.pk3 (can be used more than once to look for multiple patterns).
  • -fs_game <gamename> β€” Sets a different game directory name (default for Q3A: baseq3, can be used more than once).
  • -fs_home <dir> β€” Specifies where the user home directory is on Linux 🐧
  • -fs_homebase <dir> β€” Specifies game home directory relative to user home directory on Linux (default for Q3A: .q3a).
  • -fs_homepath <path> β€” Sets the given path as the game home directory name (fs_home + fs_homebase).
  • -fs_nobasepath β€” Do not load base paths in VFS, imply -fs_nomagicpath.
  • -fs_nomagicpath β€” Do not try to guess base path magically πŸͺ„ (no magic allowed).
  • -fs_nohomepath β€” Do not load home path in VFS.
  • -fs_pakpath <path> β€” Specify a package directory (can be used more than once to look in multiple paths).
  • -game <gamename> β€” Load settings for the given game (default: quake3). Options are: darkplaces, dq, ef, et, etut, ja, jk2, nexuiz, oa, prophecy, q3rally, qfusion, quake3, quakelive, reaction, smokinguns, sof2, tenebrae, tremulous, unvanquished, warfork, warsow, wolf, wop, xonotic.
  • -threads <number> β€” Number of threads used to compile the map. For the fastest compile times the number of threads is set to the number of system processors ⚑ (multithreading ate, no crumbs).
  • -v β€” Output verbose information. she's chatty and we love that πŸ—£οΈ
  • -werror β€” Make all warnings into errors. zero chill mode, every lil warning becomes a full error πŸ”₯

πŸ¦‹ STAGE OPTIONS πŸ¦‹

There are too many options to list here. Like girl, the list is enormous, I'm not doing that to you.

Please run q3map2 -help <stage> to see all the available options for a specific stage 🫢


and that's the whole page bestie, you're officially a q3map2 understander πŸ’– don't forget -bsp is the default and only ONE command at a time, I'm watching 🧚

πŸŒΈβœ¨πŸ’– from the 2025-08-05 edition of Q3MAP2(1) β€” mwah, go compile something gorgeous πŸ’…πŸ‘‘πŸ¦‹

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