docs: update for some recent feature additions
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man/light.1
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man/light.1
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@ -53,6 +53,15 @@ needed.
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Updates the entities lump in the bsp. You should run this after running qbsp with -onlyents,
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if your map uses any switchable lights. All this does is assign style numbers to each
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switchable light.
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.IP "\fB-litonly\fP"
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Generate a .lit file that is compatible with the .bsp without modifying the .bsp.
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This is meant for tweaking lighting or adding colored lights when you can't modify
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an existing .bsp (e.g. for multiplayer maps.)
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Typically you would make a temporary copy of the .bsp, update the lights in the
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entity lump (e.g. with "qbsp -onlyents"), then re-light it with "light -litonly".
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Engines may enforce a restriction that you can't make areas brighter than they originally were (cheat protection).
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Also, styled lights (flickering/switchable) can't be added in new areas or have their styles changed.
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.br
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.SS "Postprocessing options:"
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.IP "\fB-soft [n]\fP"
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@ -264,6 +273,10 @@ To make this work, a lightstyle is automatically assigned and stored in a key ca
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which the QuakeC will need to read and call the "lightstyle()" builtin with "a" or "m" to switch the shadow on or off.
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Entities sharing the same targetname, and with "_switchableshadow" set to 1, will share the same lightstyle.
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These models are only able to block style 0 light (i.e., non-flickering or switchable lights).
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Flickering or switchable lights will shine through the switchable shadow casters, regardless of whether the
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shadow is off or on.
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.IP "\fB""_dirt"" ""n""\fP"
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For brush models, -1 prevents dirtmapping on the brush model. Useful if the
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bmodel touches or sticks into the world, and you want to prevent those areas from
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@ -265,13 +265,19 @@ format.
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.PP
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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.
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Intersecting func_detail_illusionary brushes don't clip each other; this is intended to make trees/shrubs/foliage easier with "_mirrorinside" "1".
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.SS "func_detail_wall"
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.PP
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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.
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Intersecting func_detail_wall brushes don't clip each other.
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.SS "func_detail_fence"
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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.
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Intersecting func_detail_fence brushes don't clip each other.
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.SH "MODEL ENTITY KEYS"
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.IP "\fB""_lmscale"" ""n""\fP"
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