The BSP Compiler
*Quetoo* provides its own cross-platform BSP compilation tool called *quemap*. The compiler is based on the original *Quake 2* tools, but in addition offers the following:
* Support for large surfaces.
* High-color texture support during light stage.
* Performance optimizations, such as not subdividing or lighting sky surfaces.
* Configurable sunlight, ambient, brightness, saturation, contrast, and lightmap resolution via worldspawn entity.
* Phong Interpolation (Phong Shading) for simulating curved or organic surfaces.
* Integrated *zip* authoring for generating standard distribution *pk3* files for your levels.
* Integrated materials file generation for getting started with the materials system.
* Cross-platform multithreading.
In addition to these things, the *quemap* source code is Valgrind clean. The stock tools are riddled with dangerous instructions and memory leaks.
Invoking the compiler is simple and straightforward. You should consider running it via a command prompt or shell rather than through *GtkRadiant*’s build menu.
Standard full compile:
`quemap -bsp -vis -light maps/my.map`
Fast vis, extra light, two threads:
`quemap -t 2 -bsp -vis -fast -light -extra maps/my.map`
Materials file generation:
`quemap -mat maps/my.map`
Pakfile generation (produces map-my.pk3):
`quemap -zip maps/my.map`
Only entities, no light or vis:
`quemap -bsp -onlyents maps/my.map`