- Checks for map leaks. No light information is created. Because there are
no shadows to get in the way, this mode is also good for looking for z-axis
fighting between textures.
- All the world is made into a single bsp branch. It's fast, but when you
look in a particular direction, you see every single detail in that direction.
Nothing is blocked. A light map is created. This mode was used for space maps.
- The world is subdivided and broken up into smaller chunks so you can see
only what is logically in your view. A light map is created. This is what
is used to check polygon-in-view counts. Combined with light extra, it is
the final compile for all maps.
- When you add or subtract non-brush model entities from a map, use this compiler.
It's very quick. If you change a brush model entity (like a trigger or a door),
you must do a compile that includes a vis stage (fast or full). Also, if a
brush model entity also has a md3 model component, the map must be at least
fastvis'd for that entity to appear in the map.
- Use only if no geometry has been changed. It will rebuild the light map
with the new infomation.
- what is says. The map is compiled without curves.
- The map is compiled without water, lava, or slime.
- No lightmap is generated. A fast way to check polycounts.
- -light extra
- A finer degree of subdivision is used to create a more detailed lightmap.
This is generally only done when the lighting is going through a final fine-tuning
because it takes a long time.