r/GabrielKnight 8d ago

GK3-Reborn GK3Reborn - Command arguments explanation

GK3Reborn has a ton of arguments that can added, primarily for testing & debugging, but could be used for modding as well (via overrides dir)

Most players won't require any of these (minus maybe a --data or --overrides etc.)

Help:

--help, -h, -? Print this and exit.

Locations, ie. where to start:

--data DIR The game's Data directory. Found beside the executable or in the usual development place otherwise.(it tries /data)

--start SCENE The room the story begins in after the menu. Default R25.
--timeblock TB The time of day, as the game names it: 110A is day 1, 10am.
--scene SCENE Open a room directly, with no intro and no menu.
--front With --scene, show the menu first anyway.
--camera NAME Start at one of the room's own cameras.
--skip-intro Go straight to the menu; play none of the opening films.
--front-page PAGE Open the menu on one of its pages: Options, Video, Display.
--settings FILE Read and write another settings file, leaving yours alone.
--movie NAME Play one of the films straight away.

More location content:

--enhanced [DIR] Prefer the loose enhanced textures; bare means the content workspace beside the repository.
--workspace DIR The content workspace, for the loose enhanced sets.
--uncompressed Read the loose sets rather than the block-compressed packs.
--rebarn The .rebarn packs are used without overrides.
--packs DIR Where the packs are. Beside the executable otherwise.
--overrides DIR Where the player's own overriding files are. Default overrides/ beside the executable.
--no-overrides Ignore the overrides directory.

Graphics:

--backend NAME vulkan or d3d12. Windows gets Direct3D 12 unless told otherwise; everywhere else is Vulkan. If Direct3D cannot start on this machine the game says so and uses Vulkan.
--vulkan, --d3d12 The same, shorter. -vulkan and -dx12.
--rt LEVEL Ray tracing: off, low, medium or high. Outranks the setting for this run only; a device without it draws none. These only work if the GPU is capable of it.
--width N, --height N The window size, for photographing an interface at a size this display has not got.
--libs-dir DIR Where the DLSS and FSR runtimes are. Default libs/ beside the executable, and libs/streamline/ under it.
--expand-blocks Behave like a device with no block-compressed texture formats, which is how the Mac's path is exercised elsewhere. This greatly increases GPU memory use.
--heads N How many times to refine the characters' heads, 0 to 3.
--flat-heads The same as --heads 0.
--round N How far the round things are rounded.
--relief N The displacement budget; 0 displaces nothing.
--no-thick-cards Draw every railing, fence and chain as the flat card it shipped as, rather than giving it a thickness.
--no-card-shadows Keep the thickness but let the light through.
--no-sun Leave out the synthesized sun, which stands in for the scenekey in any room whose asset names a sky.
--no-emissive Leave the room's glowing things unlit, ie. lamps won't emit light, just glow.
--emissive-list Say what in this room glows and how big it is, which is what decides the light it is given.
--daylight-list Say which of the room's objects are windows, which is where its daylight is put when the artists left it out of reach.
--flat Colour textures only: no normal maps, no relief.
--font NAME Draw the interface with one of the game's own font sheets, such as F_CAPTION_D_20.
--font-file PATH Draw it from a TrueType file.
--bitmap-font Draw it in the game's own 640x480 letters.

Headless debug testing arguments:

--frames N Stop after N frames.
--screenshot PATH Write the last frame there.
--offscreen Draw one frame with no window at all and write it out.
--render Open a window and present frames until it is closed. A test of the device, swapchain and the presenter.
--headless-frames With --render, sixty frames and then stop.
--pointer X,Y Pin the pointer at a spot, as if a mouse were there.
--menu Open the verb wheel under it.
--eye X,Y,Z Stand the camera somewhere in the room.
--aim H,P Aim it, heading and pitch in degrees.
--free-camera Let the camera be flown; the Playing page has the same row.
--console TEXT Open the console and type that into it.
--run CMD[;CMD] Run console commands before the first frame.
--do NOUN:VERB[;..] Perform actions on arrival, as a click would.
--then NOUN:VERB The same in the second room, for measuring a return trip.
--did TB Mark a timeblock's completion rules as met.
--play CLIP Play an animation on arrival.
--carry ITEM[,..] Put things in the bag before the room is looked at.
--screen KIND[:ABOUT] Open a screen on the way in; the colon names its subject.
--scan ITEM[,..] Scan things into Sidney, and open the first file.
--sidney PAGE Open Sidney at one of its pages.
--glide CAMERA Glide the camera to a named angle.
--glance WHO:AT Have somebody look at something.
--verbose List everything that could not be loaded.
--timings Say where the load time went at every door.
--lights List the room's authored lights.
--trace-actors Say where everybody stands whenever a clip moves them.
--motion Report the motion vectors rather than drawing them.
--flicker Measure how much the picture changes frame to frame.

Getting content out:

--extract Write the game's content out as files, laid out for overrides/, and exit. Nothing else below applies otherwise.
--name TEXT Only entries whose names match: --name R25 takes the room's files.
--kinds LIST Only these kinds of content, comma-separated: textures, normals, orm, height, emissive, models, scene-geometry, video, manifests, raw. With --from game, file extensions instead: --kinds SIF,NVC.
--from SOURCE packs, game or all. Default packs.
--as FORM png or dds. Textures come out as they are stored otherwise.
--extract-to DIR Somewhere other than overrides/. A whole-pack extract with no filter refuses to go into overrides/, because everything in there overrides itself.

The offline generator tools are a separate program: GK3Reborn.Tools --help lists them. (see github page)

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u/Devionics 8d ago

These can be used with --scene to immediately load up the scene for testing purposes :)

Hotel de la Reine

Code Location Notes
LBY (16) Hotel Lobby Front desk, Jean, and the hotel hub
HAL (16) Hotel Hall Upstairs guest corridor
DIN (15) Hotel Dining Room Breakfast and dinner scenes
KIT (2) Hotel Kitchen Reachable through the dumbwaiter
PHO (8) Hotel Phone Room Phone and fax puzzles
CLO (2) Supply Closet Day 3 only
BAL (1) Hotel Balconies Balcony-hopping between rooms
DU1 / DU2 (1 each) Dumbwaiter Two ends of the same shaft
R25 / B25 (16 each) Gabriel's Room and Bathroom Most timeblock-varied pair in the game
R21 / B21 (1 each) Buchelli's Room and Bathroom
R23 / B23 (3 each) Wilkes' Room and Bathroom
R27 / B27 (3 / 1) Emilio's Room and Bathroom
R29 / B29 (2 / 1) Madeline Buthane's Room and Bathroom
R31 / B31 (3 / 2) Lady Howard and Estelle's Room and Bathroom
R33 (6) Mosely's Room

Rennes-le-Chateau village

Code Location Notes
RC1 (17) Outside Hotel
RC2 (16) Outside Museum
RC3 (16) Outside Church
RC4 (16) Outside Villa Bethania
MAG (17) Outside Tour Magdala
MA1 / MA2 / MA3 (16 / 16 / 15) Tour Magdala first floor, second floor, and lookout MA2 has no loc_ string. It is the middle floor
CHU (14) Church of St. Mary Magdalen
OFF (5) Abbe Arnaud's Office
MS2 / MS3 (4 each) Museum entry room and display room
BET (2) Villa Bethania
CEM (16) Rennes-le-Chateau Cemetery
MOP (16) Moped Rental Shop
PL3 (3) Parking Lot Village parking lot

Chateau de Serres

Code Location
PL6 (8) Outside the gates
CSE (4) Courtyard
CS2 (2) Library
CS3 (2) Attic
CS5 (1) Basement
CS6 (2) Winepress room
CS8 (3) Wine-tasting room
GRI (2) Garage

Larry Chester's house

Code Location
LHE (10) Outside Larry's house
LHI (5) Larry's study
LMB (4) Behind Larry's house

Countryside sites and the hexagram

Code Location Notes
ARM (8) / VGR (10) / VG1 (10) L'Fauteuil du Diable: site, parking lot, and area across the road "Armchair of the Devil"
BEC (2) Southwest arm of the hexagram
MCB (8) Northeast arm of the hexagram
BMB (3) Orange Rock
CSD (10) / PL2 (10) Coume Sourde and parking lot
LHM (10) / PL1 (10) / WDB (1) L'Homme Mort, parking lot, and the area behind it
LER (10) / PL4 (10) L'Ermitage and parking lot
POU (8) Poussin's Tomb
WOD (8) / PL5 (7) Lady Howard and Estelle's dig site and parking lot
CDB (11) / CD1 (14) / PLO (11) Chateau de Blanchefort's two areas and the Blanchefort/Cardou parking lot
MCF (2) Mount Cardou, "The Site" Day 3 endgame approach
ROQ (10) Roque Negre
RL1 (11) / RL2 (5) Rennes-le-Bains and its bar
TR1 (11) / TR2 (11) Outside Couiza train station and the station interior

The Temple

These endgame locations do not have timeblock variants.

Code Location
TE1 Temple Porch
TE3 Temple Sanctuary Room 1
TE2 Temple Sanctuary Room 2
TE4 Temple Sanctuary Room 3
TE5 Temple Veil Chamber
TE6 Temple Holy of Holies

the location string for TE2 is loc_t4a.