// KingpinMapper configuration by hypov8
//
// make sure this file exists in the same folder as KingpinMapper.exe
// KingpinMapper.exe can be located in any folder
//
// version 2
// this configuration file is for quake1, ericw-tools (qbsp.exe, vis.exe, light.exe)
// it can be adapted to run on many other command line compilers/utilities
//
// the below settings will be used when GUI is set to 'default' compile
// 'custom' will be generated based of these but stored in a seperate file. thus allowing 2 'profiles'
//
//==============================
// config switches
//==============================
// newcolum (start a new colum)
// switch_APPENDMAP, (append map name to end. not all programs suport this, some use a switch instead) (requires 1 comma)
// switch_CHECK_BOX, <display name>, <compile switch>, <checked(0/1)>, <tooltip>, <tip n..>
// switch_TEXT_BOX_, <display name>, <compile switch>, <checked(0/1)>, <default text>, <tooltip>, <tip n..>
//
//--------------------------------
// for options below use eg..
// switch_PATH_EXE_, <display name>, <compile switch>, <checked(0/1)>, <default text>, <pathname(0/1/2)>, <tooltip>, <tip n..>
// Note: <pathname(0/1/2)> 0=folder, 1=folder/filename, 2=folder/text
//--------------------------------
// switch_PATH_EXE_ //insert kingpin.exe folder/file after switch
// switch_PATH_BASE //insert /main folder after switch      	//note: <pathname(1)> dont work
// switch_PATH_MOD_ //insert /mod folder  after switch       	//note: <pathname(1)> dont work
// switch_PATH_PRE_ //insert img2wal.exe folder/file after switch
// switch_PATH_BSP_ //insert kpbsp.exe folder/file after switch
// switch_PATH_VIS_ //insert kpvis.exe folder/file after switch
// switch_PATH_RAD_ //insert kprad.exe folder/file after switch
// switch_PATH_MAP_ //insert full .map folder+file name			//note: only <pathname(1)> works.
// 
// switch_PATH_TEXT //todo: 
// todo: use bsp
//================================
//================================


//gui help strings. tips for paths etc. default kingpin. optional. GUI_QUAKE, GUI_QUAKE2
GUI_QUAKE


// pre-build tool.
// generate .wal
// can be used for other tools like re'name to lower-case, mapfix etc..
PRE
{
	switch_APPENDMAP,
	switch_CHECK_BOX,-extract tex,--extract-textures,1,Extract the texture data from BSP FILE and create a Quake WAD file.,									
	switch_CHECK_BOX,-extract ent,--extract-entities,0,Extract the entity data from BSP FILE and create a plain text .ent file.
	switch_CHECK_BOX,--check,--check,Run a set of tests on BSP FILE to check that all internal data structures are self-consistent.,Currently the tests are very basic.,Not all warnings will result in errors from all versions of the Quake engine.,Used for development of the qbsp.exe tool and check that a "clean" bsp file is generated.
}

BSP
{
	switch_APPENDMAP,
	switch_CHECK_BOX,-2psb,-2psb,0,Create the output BSP file in 2PSB format.,This is an earlier version of the BSP2 format.,Supported by the RMQ engine(known as the BSP2rmq or RMQe bsp format).,original BSP 29 format.
	switch_CHECK_BOX,-bsp2,-bsp2,0,Create the output BSP file in BSP2 format.,Allows the creation of much larger and more complex maps than the original BSP 29 format).
	//switch_CHECK_BOX,-bspleak,-bspleak,0,Creates a .por file.,Used in the BSP editor
	switch_CHECK_BOX,-contenthack,-contenthack,0,Hack to fix leaks through solids.,Causes missing faces in some cases so disabled by default.
	switch_CHECK_BOX,-expand,-expand,0,option to dump the hull expansion to a "expanded.map".From q3map
	switch_CHECK_BOX,-forcegoodtree,-forcegoodtree,0,Force use of expensive processing for SolidBSP stage.Often results in a more optimal BSP file in terms of file size,at the expense of extra processing time.
	switch_CHECK_BOX,-forceprt1,-forceprt1,0,Option to generate a .prt file that GTKRadiant.,When func_detail is in use you normally get a PRT2 file that ptrview can't load.	
	switch_CHECK_BOX,-hexen2,-hexen2,0,Generate a hexen2 bsp.
	switch_CHECK_BOX,-hlbsp,-hlbsp,0,Request output in Half-Life bsp format
	switch_CHECK_BOX,-leaktest,-leaktest,0,Makes it a compile error if a leak is detected.
	switch_CHECK_BOX,-nodetail,-nodetail,0,Convert func_detail to structural
	switch_CHECK_BOX,-noclip,-noclip,0,Doesnt build clip hulls	
	switch_CHECK_BOX,-nofill,-nofill,0,Doesnt perform outside filling
	switch_CHECK_BOX,-nooldaxis,-nooldaxis,0,Use alternate texture alignment algorithm.The default is to use the original QBSP texture alignment algorithm,which required the -oldaxis switch in tyrutils-ericw v0.15.1 and earlier.
	switch_CHECK_BOX,-nopercent,-nopercent,0,Prevents output of percent completion information
	switch_CHECK_BOX,-noskip,-noskip,0,Doesnt remove faces using the skip texture
	switch_CHECK_BOX,-notex,-notex,0,Write only placeholder textures.,To depend upon replacements.
	switch_CHECK_BOX,-notranswater,-notranswater,0,Computes portal information for opaque water	
	switch_CHECK_BOX,-noverbose,-noverbose,1,Print out almost no information at all	
	newcolum
	switch_CHECK_BOX,-objexport,-objexport,0,Export the map file as an .OBJ model after the CSG phase
	//switch_CHECK_BOX,-oldleak,-oldleak,0,Create an old-style QBSP .PTS file,default=new-style
	switch_CHECK_BOX,-oldrottex,-oldrottex,0,Use old method of texturing rotate_ brushes,where the mapper aligns textures for the object at (0 0 0).
	switch_CHECK_BOX,-omitdetail,-omitdetail,0,Detail brushes are omitted from the compile.
	switch_CHECK_BOX,-omitdetailfence,-omitdetailfence,0,func_detail_fence brushes are omitted from the compile
	switch_CHECK_BOX,-omitdetailillusionary,-omitdetailillusionary,0,func_detail_illusionary brushes are omitted from the compile
	switch_CHECK_BOX,-omitdetailwall,-omitdetailwall,0,func_detail_wall brushes are omitted from the compile
 	switch_CHECK_BOX,-onlyents,-onlyents,0,Only updates .map entities
	switch_CHECK_BOX,-splitsky,-splitsky,0,Doesn't combine sky faces into one large face
	switch_CHECK_BOX,-splitspecial,-splitspecial,0,Doesnt combine sky and water faces into one large face
	switch_CHECK_BOX,-splitturb,-splitturb,0,Doesn't combine water faces into one large face	
	switch_CHECK_BOX,-transsky,-transsky,0,Computes portal information for transparent sky
	switch_CHECK_BOX,-transwater,-transwater,0,Computes portal information for transparent water (default)
	switch_CHECK_BOX,-verbose,-verbose,0,Print out more .map information
	switch_CHECK_BOX,-wrbrushes,-wrbrushes,0,(bspx) Includes a list of brushes for brush-based collision.
	switch_CHECK_BOX,-wrbrushesonly,-wrbrushesonly,0,"-wrbrushes" combined with "-noclip" argument.
	newcolum	
	switch_TEXT_BOX_,-convert,-convert,0,quake,Convert a .MAP to a different .MAP format.,Valid types:,quake,quake2,valve,bp (brush primitives).,Conversions to "quake" or "quake2" format may cause texture alignment issues.,The converted map is saved to <source map name>-<fmt>.map.	
	switch_TEXT_BOX_,-epsilon,-epsilon,0,0.0001,Customize ON_EPSILON,default=0.0001	
	switch_TEXT_BOX_,-leakdist,-leakdist,0,2,Space between leakfile points,default=2
	switch_TEXT_BOX_,-maxnodesize,-maxnodesize,0,1024,Switch to the cheap spatial subdivion bsp heuristic when,splitting nodes of this size (in any dimension).,Speed up processing times on large maps.,From txqbsp-xt, thanks rebb.,default=1024,disable=0
	switch_TEXT_BOX_,-subdivide,-subdivide,0,240,Use different texture subdivision,default=240
	switch_TEXT_BOX_,-worldextent,-worldextent,0,65536,Option for large maps,deault=65536 ( meaning +/-65536 units)
	//switch_PATH_BASE,-wadpath,-wadpath,1,,0,Search this directory for wad files (default is cwd)	
	switch_PATH_EXE_,-wadpath,-wadpath,1,wads/,2,Use /Quake/wads/,Search this directory for wad files (default is cwd)
	switch_PATH_BASE,-xwadpath,-xwadpath,0,wads/,2,Use Quake/id1/wads/,Search this directory for wad files (mips will NOT be embedded, avoiding texture license issues)	
}

VIS
{
	switch_APPENDMAP,
	switch_CHECK_BOX,-fast,-fast,0,Skip detailed calculations and calculate a very loose set of PVS data.,Sometimes useful for a quick test while developing a map.
	switch_CHECK_BOX,-noambient,-noambient,0,Disable all ambient sound generation.
	switch_CHECK_BOX,-noambientlava,-noambientlava,0,Disable ambient sound generation for textures with names beginning with *LAVA.
	switch_CHECK_BOX,-noambientsky,-noambientsky,0,Disable ambient sound generation for textures with names beginning with SKY.
	switch_CHECK_BOX,-noambientslime,-noambientslime,0,Disable ambient sound generation for textures with names beginning with *SLIME.
	switch_CHECK_BOX,-noambientwater,-noambientwater,0,Disable ambient sound generation for textures with names beginning with *WATER or *04WATER.
	switch_CHECK_BOX,-v,-v,0,Verbose output.
	switch_CHECK_BOX,-vv,-vv,0,Very verbose output.
	switch_TEXT_BOX_,-level,-level,0,4,Select a test level from 0 to 4 for detailed visibility calculations.,Lower levels are not necessarily faster in in all cases.,It is not recommended that you change the default level unless you are experiencing problems.,Default 4.
	switch_TEXT_BOX_,-visdist,-visdist,0,1024,?
	switch_TEXT_BOX_,-threads,-threads,0,4,Set number of threads explicitly.,By default vis will attempt to detect the number of CPUs/cores available.
}

LIGHT
{
	switch_APPENDMAP,
	switch_CHECK_BOX,-addmin,-addmin,1,Changes the behaviour of minlight.,Additive Light.,Instead of increasing low light levels to the global minimum,add the global minimum light level to all style 0 lightmaps.,This may help reducing the sometimes flat/uniform minlight effect.
	switch_CHECK_BOX,-bounce,-bounce,1,Enable bounce lighting	
	switch_TEXT_BOX_,-bounce-scale,-bouncescale,1,1.0,Scale of bounce lighting.,default 1.0	
	switch_CHECK_BOX,-bounce-debug,-bouncedebug,0,Write bounced lighting only to the lightmap for debugging / previewing -bounce.
	switch_CHECK_BOX,-bspx,-bspx,0,Writes both rgb and directions data into the bsp itself.
	switch_CHECK_BOX,-bspx-lit,-bspxlit,0,Writes rgb data into the bsp itself.
	switch_CHECK_BOX,-dirt,-dirt,0,Ambient occlusion
	switch_CHECK_BOX,-dirt-debug,-dirtdebug,0,Implies "-dirt" and renders just the dirtmap against a fullbright background,ignoring all lights in the map.,Useful for previewing and turning the dirt settings.
	switch_TEXT_BOX_,-dirt-depth,-dirtdepth,0,128,Controls the distance tested for ambient occlusion. In quake units.,Default=128
	switch_TEXT_BOX_,-dirt-gain,-dirtgain,0,1.0,Controls the intensity of the dirt with an exponential scale.,Default=1.0
	switch_TEXT_BOX_,-dirt-scale,-dirtscale,0,1.0,Controls the intensity of the dirt with a simple multiplier.,Default=1.0
	newcolum
	switch_CHECK_BOX,-extra,-extra,0,Calculate extra samples (2x2) and average the results for smoother shadows.
	switch_CHECK_BOX,-extra4,-extra4,1,Calculate even more samples (4x4) and average the results for smoother shadows.
	switch_CHECK_BOX,-lit,-lit,1,Force generation of a .lit file.,Even if your map does not have any coloured lights.,By default,light will automatically generate the .lit file when needed.,Enable prevents errors from outdated file.
	switch_CHECK_BOX,-lit2,-lit2,0,Force generation of a .lit2 file,even if your map does not have any coloured lights.
	switch_CHECK_BOX,-lux,-lux,0,Generate a .lux file storing average incoming light directions for surfaces.,Usable by FTEQW with "r_deluxemapping 1"
	switch_CHECK_BOX,-novanilla,-novanilla,0,Fallback scaled lighting will be omitted.,Standard grey lighting will be ommitted if there are coloured lights.,Implies "-bspxlit". "-lit" will no longer be implied by the presence of coloured lights.	
	switch_CHECK_BOX,-novisapprox,-novisapprox,0,Disable approximate visibility culling of lights,which has a small chance of introducing artifacts where lights cut off too soon.
	switch_CHECK_BOX,-onlyents,-onlyents,0,Updates the entities lump in the bsp.,You should run this after running qbsp with -onlyents,If your map uses any switchable lights.,All this does is assign style numbers to each switchable light.
	switch_CHECK_BOX,-phongdebug,-phongdebug,0,Write normals to lit file for debugging phong shading.
	switch_CHECK_BOX,-surflight_dump,-surflight_dump,0,Saves the lights generated by surfacelights to a "mapname-surflights.map" file.
	newcolum
	switch_TEXT_BOX_,-gamma,-gamma,0,1.0,gamma adjustment of the final lightmap
	switch_TEXT_BOX_,-gate,-gate,0,0.001,Set a minimum light level,below which can be considered zero brightness.,This can dramatically speed up processing when there are large numbers of lights with inverse or inverse square falloff.,In most cases values less than 1.0,will cause no discernable visual differences.,Default 0.001.
	switch_TEXT_BOX_,-lmscale,-lmscale,0,1.0,Equivelent to "_lightmap_scale" worldspawn key.
	switch_TEXT_BOX_,-soft,-soft,1,,Blend neighbour lightmap pixels to an average for softer shadows.,a value of 1 results in averaging a 3x3 square,a value of 2 implies a 5x5 square.,An empty value will be the level of oversampling requested.,-extra implies a value of 2,-extra4 implies a value of 3.
	switch_TEXT_BOX_,-sunsamples,-sunsamples,0,100,Set the number of samples to use for "_sunlight_penumbra" and "_sunlight2",sunlight2 may use more or less because of how the suns are set up in a sphere.,Default 100.
	switch_TEXT_BOX_,-surflight_subdiv,-surflight_subdivide,0,128,Configure spacing of all surface lights.,Default 128 units.,Minimum setting: 64 / max 2048.
	switch_TEXT_BOX_,-threads,-threads,0,4,Set number of threads explicitly.,By default light will attempt to detect the number of CPUs/cores available.
//-radlights
}

GAME
{
	switch_TEXT_BOX_,-ambient_level,+set ambient_level,0,0.3,Default value is 0.3.,Lowering this decreases the volume of ambient sounds.	
	switch_TEXT_BOX_,-bgmvolume,+set bgmvolume,0,1.0,default=1.0, setting this lower causes the volume of the music to decrease. 0 is muted.	
	switch_TEXT_BOX_,-cd,+set cd,on,1,on=Turns on music system,off=Shuts off music system.. Note that music will not start playing again until a track is requested.
	switch_TEXT_BOX_,-deathmatch,+set deathmatch,1,1,Test map in DM mode.
	switch_TEXT_BOX_,-developer,+set developer,1,1,Report errors etc in console.
	switch_TEXT_BOX_,-fraglimit,+set fraglimit,1,20,Kill count in deathmatch to win the game 	
	switch_TEXT_BOX_,-game/mod,+set game,1,id1,Load a mod folder.
	switch_TEXT_BOX_,-noexit,+set noexit,0,1,default=0,setting this to 1 will cause any player that tries to step into a Level Exit to get killed.,Setting this to 2 will cause similar results to 1,with the main difference being the ability to leave Introduction.
	switch_TEXT_BOX_,-nosound,+set nosound,0,1,setting this to 1 eliminates all sounds besides ambient noises.	
	switch_TEXT_BOX_,-pausable,+set pausable,0,0,default=1,setting this to 0 forbids players from pausing the game
	switch_TEXT_BOX_,-port,+set port,0,26000,Specifies the specific port that the game should be run on,default=26000
	newcolum	
	switch_TEXT_BOX_,-samelevel,+set samelevel,0,1,Setting this to 1 causes the level to restart upon attempting to leave the level.	
	switch_TEXT_BOX_,-showturtle,+set showturtle,0,1,default=0,setting this to 1 will display a turtle icon when the game drops below 10 FPS. 	
	switch_TEXT_BOX_,-skill,+set skill,0,1,Single player skill level,0-3(easy to hard)
	switch_TEXT_BOX_,-teamplay,+set teamplay,0,1,Test map in teamplay mode.
	switch_TEXT_BOX_,-timelimit,+set timelimit,0,20,Timelimit
	switch_TEXT_BOX_,-vid_mode,+set vid_mode,0,1,changes the resolution to a defined preset. 
	switch_TEXT_BOX_,-volume,+set volume,0,1.0,raising this value to 1 will put the game at maximum volume,lowering this value to be between 0 and 1 will lower the volume,0 will mute the game.	
	switch_TEXT_BOX_,-winmem,+set winmem,0,128,Allows a specific amount of memory to be allowed for general gameplay.
	switch_TEXT_BOX_,-zone,+set zone,0,16,Allows a specific amount of memory to be allowed to console scripts.
}
