From 0708999ba37d58db9e8dc8b45760d69343589d46 Mon Sep 17 00:00:00 2001 From: Eric Wasylishen Date: Tue, 4 Aug 2020 19:54:32 -0600 Subject: [PATCH] docs: update for some recent feature additions --- man/light.1 | 13 +++++++++++++ man/qbsp.1 | 6 ++++++ 2 files changed, 19 insertions(+) diff --git a/man/light.1 b/man/light.1 index 0346924e..9ca13353 100644 --- a/man/light.1 +++ b/man/light.1 @@ -53,6 +53,15 @@ needed. 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. +.IP "\fB-litonly\fP" +Generate a .lit file that is compatible with the .bsp without modifying the .bsp. +This is meant for tweaking lighting or adding colored lights when you can't modify +an existing .bsp (e.g. for multiplayer maps.) +Typically you would make a temporary copy of the .bsp, update the lights in the +entity lump (e.g. with "qbsp -onlyents"), then re-light it with "light -litonly". +Engines may enforce a restriction that you can't make areas brighter than they originally were (cheat protection). +Also, styled lights (flickering/switchable) can't be added in new areas or have their styles changed. + .br .SS "Postprocessing options:" .IP "\fB-soft [n]\fP" @@ -264,6 +273,10 @@ To make this work, a lightstyle is automatically assigned and stored in a key ca which the QuakeC will need to read and call the "lightstyle()" builtin with "a" or "m" to switch the shadow on or off. Entities sharing the same targetname, and with "_switchableshadow" set to 1, will share the same lightstyle. +These models are only able to block style 0 light (i.e., non-flickering or switchable lights). +Flickering or switchable lights will shine through the switchable shadow casters, regardless of whether the +shadow is off or on. + .IP "\fB""_dirt"" ""n""\fP" For brush models, -1 prevents dirtmapping on the brush model. Useful if the bmodel touches or sticks into the world, and you want to prevent those areas from diff --git a/man/qbsp.1 b/man/qbsp.1 index 079fef53..1f50ab5d 100644 --- a/man/qbsp.1 +++ b/man/qbsp.1 @@ -265,13 +265,19 @@ format. .PP func_detail variant with no collision (players / monsters / gunfire) and doesn't split world faces. Doesn't cast shadows unless enabled with "_shadow" "1". Useful for hanging vines. Still creates BSP leafs, which is unavoidable without a new .bsp file format. +Intersecting func_detail_illusionary brushes don't clip each other; this is intended to make trees/shrubs/foliage easier with "_mirrorinside" "1". + .SS "func_detail_wall" .PP func_detail variant that doesn't split world faces. Useful for when you want a decoration touching a floor or wall to not split the floor/wall faces (you'll get some overdraw instead.) If it completely covers up a world face, that face will get clipped away, so it's not suitable for fence textures; see func_detail_fence instead. +Intersecting func_detail_wall brushes don't clip each other. + .SS "func_detail_fence" Similar to func_detail_wall except it's suitable for fence textures, never clips away world faces. Useful for fences, grates, etc., that are solid and block gunfire. +Intersecting func_detail_fence brushes don't clip each other. + .SH "MODEL ENTITY KEYS" .IP "\fB""_lmscale"" ""n""\fP"