- bounce 8 is basically the number of "bouces" the -light part of q3map2 performs when calculating radiosty.
- super 2 is an obsolete command. It is basically a form of supersampling - where the lightmap is rendered to a much higher resolution than normal and then resized to fit the map. This normally produces a much more detailed lightmap i.e. shadows are less jagged, but it is slow and has been replaced with the -samples switch (combined with the -samplesize switch for the -bsp phase)
-filter - this blurs the lightmap slightly to soften jagged edges on shadows - also obsolete.
Check out the q3map2 forum on http://www.splashdamage.com/index.ph...iewforum&f=8to
view explanations from Ydnar on exactly what the switches do (not for the faint hearted!)
Or check out the manual at:
What i'd recommend are the following switches:
add -samplesize 2 to your bsp phase (the higher the number, the higher the number of samples, the more detailed the lightmap, the longer the compile time).
add - samples 2 to your light phase (again, higher number = higher compile times). Also add a -fast switch as it makes next to no difference visually - it's slightly darker that's all, but compiles a HELL of a lot quicker.
For radiosity, you may want to decrease the number of bounces to 4, but increase the effect the bounces have with -bouncescale. -bouncescale 2 having twice the "power" of a normal bouce.