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	<title>Call of Duty 2: Compile Tools Documentation - Revision history</title>
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	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Compile_Tools_Documentation&amp;diff=16575&amp;oldid=prev</id>
		<title>Ingram: Undo revision 15748 by Pranavwright (talk)</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Compile_Tools_Documentation&amp;diff=16575&amp;oldid=prev"/>
		<updated>2012-02-22T18:29:02Z</updated>

		<summary type="html">&lt;p&gt;Undo revision 15748 by &lt;a href=&quot;/index.php?title=Special:Contributions/Pranavwright&quot; title=&quot;Special:Contributions/Pranavwright&quot;&gt;Pranavwright&lt;/a&gt; (&lt;a href=&quot;/index.php?title=User_talk:Pranavwright&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;User talk:Pranavwright (page does not exist)&quot;&gt;talk&lt;/a&gt;)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Image:Nutshell.png]] CoD2 Compile Tools is your user interface for easy compiling, lighting, paths, vis, vclogs, and loading levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first time you start CoD2CompileTools you may have to specify where your CoD2 is installed.&lt;br /&gt;
&lt;br /&gt;
The default path is &amp;quot;&amp;lt;code&amp;gt;C:\Program Files\Activision\Call of Duty 2\&amp;lt;/code&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To specify where CoD2 is installed click the &amp;quot;Browse...&amp;quot; button located near the upper left corner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have told CoD2CompileTools where your game is installed you should then see a list of map files under the &amp;quot;All Maps&amp;quot; tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cod2compiletools_firstload.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you are ready to compile BSPs, compile Lighting, calculate vis for multiplayer maps, and connect paths for single player maps. This tool will also allow you to easily create a grid file for the selected level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cod2compiletools compilemap.jpg]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==BSP Options==&lt;br /&gt;
 &lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -onlyEnts &lt;br /&gt;
|Only recompiled the entities within you map. Doesn&amp;#039;t touch brush triggers, geometry, or lighting. This is useful if you want to quickly recompile a map that you only moved an entity in. (Note that if you move a model that casts a shadow, the lighting will not be recompiled by doing onlyEnts, so your shadow will still be in it&amp;#039;s old position, not where you moved that model to.)&lt;br /&gt;
|-&lt;br /&gt;
| -blockSize &lt;br /&gt;
|Grid size for regular BSP splits; 0 uses largest possible&lt;br /&gt;
|-&lt;br /&gt;
| -sampleScale &lt;br /&gt;
|Scales all lightmaps; 2 doubles pixel size, 0.5 halves it&lt;br /&gt;
|-&lt;br /&gt;
| -v &lt;br /&gt;
|Verbose; enables extra compilation messages&lt;br /&gt;
|-&lt;br /&gt;
| -verboseEntities &lt;br /&gt;
|Includes verbose messages for submodels if &amp;#039;-v&amp;#039; is given&lt;br /&gt;
|-&lt;br /&gt;
| -subdivisions &lt;br /&gt;
|Divides all geometry on a grid; only works for small maps&lt;br /&gt;
|-&lt;br /&gt;
| -noSubdivide &lt;br /&gt;
|Ignores the &amp;#039;tessSize&amp;#039; setting in all materials&lt;br /&gt;
|-&lt;br /&gt;
| -brushSmoothAngle &lt;br /&gt;
|Smooth lighting at brush edges at angles less than this&lt;br /&gt;
|-&lt;br /&gt;
| -curveSmoothAngle &lt;br /&gt;
|Smooth lighting at curve edges at angles less than this&lt;br /&gt;
|-&lt;br /&gt;
| -terrainSmoothAngle &lt;br /&gt;
|Smooth lighting at terrain edges at angles less than this&lt;br /&gt;
|-&lt;br /&gt;
| -noWater &lt;br /&gt;
|Ignores all water brushes&lt;br /&gt;
|-&lt;br /&gt;
| -noCurves &lt;br /&gt;
|Ignores all patch and terrain geometry&lt;br /&gt;
|-&lt;br /&gt;
| -noDetail &lt;br /&gt;
|Ignores all detail brushes&lt;br /&gt;
|-&lt;br /&gt;
| -fullDetail &lt;br /&gt;
|Turns all detail brushes into structural brushes&lt;br /&gt;
|-&lt;br /&gt;
| -leakTest &lt;br /&gt;
|Quits immediately if the map leaked&lt;br /&gt;
|-&lt;br /&gt;
| -expandPlayer &lt;br /&gt;
|Writes a map for Radiant to see player-to-brush collision&lt;br /&gt;
|-&lt;br /&gt;
| -expandBullet &lt;br /&gt;
|Writes a map for Radiant to see bullet-to-brush collision&lt;br /&gt;
|-&lt;br /&gt;
| -debugPortals &lt;br /&gt;
|Writes a _portals.map showing portal/structural geometry&lt;br /&gt;
|-&lt;br /&gt;
| -noReorderTris &lt;br /&gt;
|Disables reordering of optimized triangles for T&amp;amp;L cache&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Light Options==&lt;br /&gt;
 &lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -Verbose &lt;br /&gt;
|Turns on verbose prints&lt;br /&gt;
|-&lt;br /&gt;
| -Quiet &lt;br /&gt;
|Turns off progress counters (can be used with -Verbose)&lt;br /&gt;
|-&lt;br /&gt;
| -Warn &lt;br /&gt;
|Sets the warning level&lt;br /&gt;
|-&lt;br /&gt;
| -Fast &lt;br /&gt;
|Use fast presets for several options (generates lower quality lighting but is much faster)&lt;br /&gt;
|-&lt;br /&gt;
| -Extra &lt;br /&gt;
|Use high-quality presets for several options (generates high quality lighting but takes longer)&lt;br /&gt;
|-&lt;br /&gt;
| -ModelShadow &lt;br /&gt;
|Allows model surfaces to cast shadows&lt;br /&gt;
|-&lt;br /&gt;
| -NoModelShadow &lt;br /&gt;
|Prevents model surfaces from casting shadows&lt;br /&gt;
|-&lt;br /&gt;
| -Traces &lt;br /&gt;
|Number of traces to do from each sample point&lt;br /&gt;
|-&lt;br /&gt;
| -Jitter &lt;br /&gt;
|Breaks up aliasing from trace pattern (0 none, 1 max)&lt;br /&gt;
|-&lt;br /&gt;
| -SuperSample &lt;br /&gt;
|Turns each sample into NxN samples instead&lt;br /&gt;
|-&lt;br /&gt;
| -BounceFraction &lt;br /&gt;
|Higher values are more washed out, lower values darker&lt;br /&gt;
|-&lt;br /&gt;
| -Gamma &lt;br /&gt;
|Gamma value assumed to be implicitly stored in textures&lt;br /&gt;
|-&lt;br /&gt;
| -ContrastGain &lt;br /&gt;
|Increase lighting contrast (0 no change, 1 max)&lt;br /&gt;
|-&lt;br /&gt;
| -Threads &lt;br /&gt;
|Allows using more or fewer threads than processors&lt;br /&gt;
|-&lt;br /&gt;
| -DumpOptions &lt;br /&gt;
|Displays current settings of most parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is a Grid?==&lt;br /&gt;
&lt;br /&gt;
Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (as opposed to small test maps) calculating which lights affect which entities takes a lot of work.&lt;br /&gt;
&lt;br /&gt;
To prevent the engine from having to do this in real-time, this information can be written into the bsp using a mapname.grid file.&lt;br /&gt;
&lt;br /&gt;
If a map doesn’t have a grid, you will experience harsh hitches when entering new areas where entities are now visible. These hitches feel like texture thrashing. Grids are needed for both single player and multiplayer maps. A map must be recompiled after creating or modifying a grid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: Infinity Ward Docs&lt;br /&gt;
[[Category:Call of Duty 2]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>Ingram</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Compile_Tools_Documentation&amp;diff=4452&amp;oldid=prev</id>
		<title>CoDEmanX at 00:23, 13 February 2009</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Compile_Tools_Documentation&amp;diff=4452&amp;oldid=prev"/>
		<updated>2009-02-13T00:23:00Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 00:23, 13 February 2009&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l2&quot;&gt;Line 2:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 2:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The first time you start CoD2CompileTools you may have to specify where your CoD2 is installed. The default path is &quot;C:\Program Files\Activision\Call of Duty 2\&quot;. To specify where CoD2 is installed click the &quot;Browse...&quot; button located near the upper left corner. Once you have told CoD2CompileTools where your game is installed you should then see a list of map files under the &quot;All Maps&quot; tab.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The first time you start CoD2CompileTools you may have to specify where your CoD2 is installed.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The default path is &quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;code&amp;gt;&lt;/ins&gt;C:\Program Files\Activision\Call of Duty 2\&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;/code&amp;gt;&lt;/ins&gt;&quot;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;To specify where CoD2 is installed click the &quot;Browse...&quot; button located near the upper left corner.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you have told CoD2CompileTools where your game is installed you should then see a list of map files under the &quot;All Maps&quot; tab.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>CoDEmanX</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Compile_Tools_Documentation&amp;diff=4451&amp;oldid=prev</id>
		<title>CoDEmanX: New page: Image:Nutshell.png CoD2 Compile Tools is your user interface for easy compiling, lighting, paths, vis, vclogs, and loading levels.   The first time you start CoD2CompileTools you may h...</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Compile_Tools_Documentation&amp;diff=4451&amp;oldid=prev"/>
		<updated>2009-02-13T00:21:50Z</updated>

		<summary type="html">&lt;p&gt;New page: &lt;a href=&quot;/index.php?title=File:Nutshell.png&quot; title=&quot;File:Nutshell.png&quot;&gt;Image:Nutshell.png&lt;/a&gt; CoD2 Compile Tools is your user interface for easy compiling, lighting, paths, vis, vclogs, and loading levels.   The first time you start CoD2CompileTools you may h...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Image:Nutshell.png]] CoD2 Compile Tools is your user interface for easy compiling, lighting, paths, vis, vclogs, and loading levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first time you start CoD2CompileTools you may have to specify where your CoD2 is installed. The default path is &amp;quot;C:\Program Files\Activision\Call of Duty 2\&amp;quot;. To specify where CoD2 is installed click the &amp;quot;Browse...&amp;quot; button located near the upper left corner. Once you have told CoD2CompileTools where your game is installed you should then see a list of map files under the &amp;quot;All Maps&amp;quot; tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cod2compiletools_firstload.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you are ready to compile BSPs, compile Lighting, calculate vis for multiplayer maps, and connect paths for single player maps. This tool will also allow you to easily create a grid file for the selected level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cod2compiletools compilemap.jpg]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==BSP Options==&lt;br /&gt;
 &lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -onlyEnts &lt;br /&gt;
|Only recompiled the entities within you map. Doesn&amp;#039;t touch brush triggers, geometry, or lighting. This is useful if you want to quickly recompile a map that you only moved an entity in. (Note that if you move a model that casts a shadow, the lighting will not be recompiled by doing onlyEnts, so your shadow will still be in it&amp;#039;s old position, not where you moved that model to.)&lt;br /&gt;
|-&lt;br /&gt;
| -blockSize &lt;br /&gt;
|Grid size for regular BSP splits; 0 uses largest possible&lt;br /&gt;
|-&lt;br /&gt;
| -sampleScale &lt;br /&gt;
|Scales all lightmaps; 2 doubles pixel size, 0.5 halves it&lt;br /&gt;
|-&lt;br /&gt;
| -v &lt;br /&gt;
|Verbose; enables extra compilation messages&lt;br /&gt;
|-&lt;br /&gt;
| -verboseEntities &lt;br /&gt;
|Includes verbose messages for submodels if &amp;#039;-v&amp;#039; is given&lt;br /&gt;
|-&lt;br /&gt;
| -subdivisions &lt;br /&gt;
|Divides all geometry on a grid; only works for small maps&lt;br /&gt;
|-&lt;br /&gt;
| -noSubdivide &lt;br /&gt;
|Ignores the &amp;#039;tessSize&amp;#039; setting in all materials&lt;br /&gt;
|-&lt;br /&gt;
| -brushSmoothAngle &lt;br /&gt;
|Smooth lighting at brush edges at angles less than this&lt;br /&gt;
|-&lt;br /&gt;
| -curveSmoothAngle &lt;br /&gt;
|Smooth lighting at curve edges at angles less than this&lt;br /&gt;
|-&lt;br /&gt;
| -terrainSmoothAngle &lt;br /&gt;
|Smooth lighting at terrain edges at angles less than this&lt;br /&gt;
|-&lt;br /&gt;
| -noWater &lt;br /&gt;
|Ignores all water brushes&lt;br /&gt;
|-&lt;br /&gt;
| -noCurves &lt;br /&gt;
|Ignores all patch and terrain geometry&lt;br /&gt;
|-&lt;br /&gt;
| -noDetail &lt;br /&gt;
|Ignores all detail brushes&lt;br /&gt;
|-&lt;br /&gt;
| -fullDetail &lt;br /&gt;
|Turns all detail brushes into structural brushes&lt;br /&gt;
|-&lt;br /&gt;
| -leakTest &lt;br /&gt;
|Quits immediately if the map leaked&lt;br /&gt;
|-&lt;br /&gt;
| -expandPlayer &lt;br /&gt;
|Writes a map for Radiant to see player-to-brush collision&lt;br /&gt;
|-&lt;br /&gt;
| -expandBullet &lt;br /&gt;
|Writes a map for Radiant to see bullet-to-brush collision&lt;br /&gt;
|-&lt;br /&gt;
| -debugPortals &lt;br /&gt;
|Writes a _portals.map showing portal/structural geometry&lt;br /&gt;
|-&lt;br /&gt;
| -noReorderTris &lt;br /&gt;
|Disables reordering of optimized triangles for T&amp;amp;L cache&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Light Options==&lt;br /&gt;
 &lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| -Verbose &lt;br /&gt;
|Turns on verbose prints&lt;br /&gt;
|-&lt;br /&gt;
| -Quiet &lt;br /&gt;
|Turns off progress counters (can be used with -Verbose)&lt;br /&gt;
|-&lt;br /&gt;
| -Warn &lt;br /&gt;
|Sets the warning level&lt;br /&gt;
|-&lt;br /&gt;
| -Fast &lt;br /&gt;
|Use fast presets for several options (generates lower quality lighting but is much faster)&lt;br /&gt;
|-&lt;br /&gt;
| -Extra &lt;br /&gt;
|Use high-quality presets for several options (generates high quality lighting but takes longer)&lt;br /&gt;
|-&lt;br /&gt;
| -ModelShadow &lt;br /&gt;
|Allows model surfaces to cast shadows&lt;br /&gt;
|-&lt;br /&gt;
| -NoModelShadow &lt;br /&gt;
|Prevents model surfaces from casting shadows&lt;br /&gt;
|-&lt;br /&gt;
| -Traces &lt;br /&gt;
|Number of traces to do from each sample point&lt;br /&gt;
|-&lt;br /&gt;
| -Jitter &lt;br /&gt;
|Breaks up aliasing from trace pattern (0 none, 1 max)&lt;br /&gt;
|-&lt;br /&gt;
| -SuperSample &lt;br /&gt;
|Turns each sample into NxN samples instead&lt;br /&gt;
|-&lt;br /&gt;
| -BounceFraction &lt;br /&gt;
|Higher values are more washed out, lower values darker&lt;br /&gt;
|-&lt;br /&gt;
| -Gamma &lt;br /&gt;
|Gamma value assumed to be implicitly stored in textures&lt;br /&gt;
|-&lt;br /&gt;
| -ContrastGain &lt;br /&gt;
|Increase lighting contrast (0 no change, 1 max)&lt;br /&gt;
|-&lt;br /&gt;
| -Threads &lt;br /&gt;
|Allows using more or fewer threads than processors&lt;br /&gt;
|-&lt;br /&gt;
| -DumpOptions &lt;br /&gt;
|Displays current settings of most parameters&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==What is a Grid?==&lt;br /&gt;
&lt;br /&gt;
Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (as opposed to small test maps) calculating which lights affect which entities takes a lot of work.&lt;br /&gt;
&lt;br /&gt;
To prevent the engine from having to do this in real-time, this information can be written into the bsp using a mapname.grid file.&lt;br /&gt;
&lt;br /&gt;
If a map doesn’t have a grid, you will experience harsh hitches when entering new areas where entities are now visible. These hitches feel like texture thrashing. Grids are needed for both single player and multiplayer maps. A map must be recompiled after creating or modifying a grid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: Infinity Ward Docs&lt;br /&gt;
[[Category:Call of Duty 2]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>CoDEmanX</name></author>
	</entry>
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