docs: move spike's additions to man pages
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README.md
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README.md
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# tyrutils-ericw-spike
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[](https://travis-ci.org/ericwa/tyrutils-ericw)
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[](https://ci.appveyor.com/project/EricWasylishen/tyrutils-ericw)
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##Added features:
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###qbsp:
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- parser: string escape verification.
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- arg: `-wrbrushes`: (bspx) Includes a list of brushes for brush-based collision
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- arg: `-wrbrushesonly`: `-wrbrushes` combined with `-noclip` argument
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- arg: `-notex`: Write only placeholder textures, to depend upon replacements
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- field: `_phong`: 1 enables phong shading with a default `_phong_angle` of 89 (softens columns etc).
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- field: `_phong_angle`: enables phong shading with a custom angle. Adjacent faces with normals this many degrees apart (or less) will be smoothed
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- field: `_lmscale`: Generates an LMSHIFT bspx lump for use by a light util. Note that both scaled and unscaled lighting will normally be used.
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###light:
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- worldfield: `_lightmap_scale`: Forces all surfaces+submodels to use this specific lightmap scale. Removes `LMSHIFT` field.
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- arg: `-lmscale`: Equivelent to `_lightmap_scale` worldspawn key.
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- arg: `-bspxlit`: Writes rgb data into the bsp itself.
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- arg: `-bspx`: Writes both rgb and directions data into the bsp itself.
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- arg: `-novanilla`: Fallback scaled lighting will be omitted. Standard grey lighting will be ommitted if there are coloured lights. Implies `-bspxlit`. `-lit` will no longer be implied by the presence of coloured lights.
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### bspinfo:
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- displays bspx lumps.
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### vis:
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- no changes
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Updated 2015-07-13
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## tyrutils-ericw (v0.15.4)
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- Website: http://ericwa.github.io/tyrutils-ericw
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- Maintainer: Eric Wasylishen (AKA ericw)
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@ -41,6 +9,9 @@ Updated 2015-07-13
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- Author: Kevin Shanahan (AKA Tyrann)
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- Email: tyrann@disenchant.net
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[](https://travis-ci.org/ericwa/tyrutils-ericw)
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[](https://ci.appveyor.com/project/EricWasylishen/tyrutils-ericw)
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tyrutils-ericw is a branch of Tyrann's quake 1 tools, focused on
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adding lighting features, mostly borrowed from q3map2. There are a few
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bugfixes for qbsp as well. Original readme follows:
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12
man/light.1
12
man/light.1
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@ -84,6 +84,14 @@ Set the number of samples to use for "_sunlight_penumbra" and "_sunlight2" (sunl
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The "\\b" escape sequence toggles red text on/off, you can use this in any strings in the map file. e.g. "message" "Here is \\bsome red text\\b..."
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.IP "\fB\-surflight_dump\fP"
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Saves the lights generated by surfacelights to a "mapname-surflights.map" file.
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.IP "\fB\-lmscale n\fP"
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Equivelent to "_lightmap_scale" worldspawn key.
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.IP "\fB\-bspxlit\fP"
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Writes rgb data into the bsp itself.
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.IP "\fB\-bspx\fP"
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Writes both rgb and directions data into the bsp itself.
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.IP "\fB\-novanilla\fP
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Fallback scaled lighting will be omitted. Standard grey lighting will be ommitted if there are coloured lights. Implies "-bspxlit". "-lit" will no longer be implied by the presence of coloured lights.
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.SH "MODEL ENTITY KEYS"
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@ -188,6 +196,8 @@ Lower values can avoid unwanted dirt on arches, pipe interiors, etc.
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.IP "\fB""_gamma"" ""n""\fP"
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Adjust brightness of final lightmap. Default 1, >1 is brighter, <1 is darker.
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.IP "\fB""_lightmap_scale"" ""n""\fP"
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Forces all surfaces+submodels to use this specific lightmap scale. Removes "LMSHIFT" field.
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.SS "Model Entity Keys"
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@ -229,7 +239,7 @@ Enables phong shading on faces of this model with a custom angle. Adjacent faces
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Consider setting "_anglescale" to "1" on lights or worldspawn to make the effect of phong shading more visible.
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Use the "-phongdebug" command-line flag to save the interpolated normals to the lightmap for previewing (use "r_lightmap 1" or "gl_lightmaps 1" in your engine to preview.)
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.SH "LIGHT ENTITY KEYS"
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.PP
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11
man/qbsp.1
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man/qbsp.1
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@ -74,6 +74,12 @@ times on large maps and should generate better bsp trees as well.
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From txqbsp-xt, thanks rebb. (default 1024, 0 to disable)
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.IP "\fB\-hexen2\fP"
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Generate a hexen2 bsp.
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.IP "\fB\-wrbrushes\fP"
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(bspx) Includes a list of brushes for brush-based collision.
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.IP "\fB\-wrbrushesonly\fP"
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"-wrbrushes" combined with "-noclip" argument.
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.IP "\fB\-notex\fP"
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Write only placeholder textures, to depend upon replacements.
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.SH "SPECIAL TEXTURE NAMES"
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.PP
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@ -176,6 +182,11 @@ information needed by vis to compute the potentially visible set (PVS) for the
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map/bsp. So you will also need a vis util capable of processing the PRT2 file
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format.
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.SH "Model Entity Keys"
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.IP "\fB""_lmscale"" ""n""\fP"
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Generates an LMSHIFT bspx lump for use by a light util. Note that both scaled and unscaled lighting will normally be used.
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.SH MAP COMPATIBILITY
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In addition to standard Quake 1 .map files, TyrUtils QBSP is compatible with:
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