light: tidy light manual

This commit is contained in:
Eric Wasylishen 2017-06-24 21:40:46 -06:00
parent fb4e089e81
commit 572cfd6118
1 changed files with 9 additions and 27 deletions

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@ -16,6 +16,13 @@ file is updated with the new light data upon completion, overwriting any
existing lighting data.
.SH OPTIONS
.PP
Note, any of the Worldspawn Keys listed in the next
section can be supplied as command-line options, which will override any
setting in worldspawn.
.br
.IP "\fB\-threads n\fP"
Set number of threads explicitly. By default light will attempt to detect the
number of CPUs/cores available.
@ -24,20 +31,11 @@ Calculate extra samples (2x2) and average the results for smoother shadows.
.IP "\fB\-extra4\fP"
Calculate even more samples (4x4) and average the results for smoother
shadows.
.IP "\fB\-light n\fP"
Set a global minimum light level for style 0 (default)
lightmaps. Overrides default light level set in worldspawn.
.IP "\fB\-addmin\fP"
Changes the behaviour of \fIminlight\fP. Instead of increasing low
light levels to the global minimum, add the global minimum light level
to all style 0 lightmaps. This may help reducing the sometimes
uniform minlight effect.
.IP "\fB\-dist n\fP"
Scales the fade distance of all lights by a factor of n. See "_dist"
worldspawn key.
.IP "\fB\-range n\fP"
Scales the brightness range of all lights without affecting their fade
discance. See "_range" worldspawn key.
.IP "\fB\-gate n\fP"
Set a minimum light level, below which can be considered zero brightness.
This can dramatically speed up processing when there are large numbers of
@ -52,24 +50,13 @@ original sample. 2 implies a 5x5 square and so on. If \-soft is specified, but
n is omitted, a value will be the level of oversampling requested. If no
oversampling, then the implied value is 1. \-extra implies a value of 2 and
\-extra4 implies 3. Default 0 (off).
.IP "\fB\-anglescale\fP | \fB\-anglesense\fP"
Set the scaling of sunlight brightness due to the angle of incidence with a
surface (more detailed explanation in the "_anglescale" key below).
.IP "\fB\-lit\fP"
Force generation of a .lit file, even if your map does not have any coloured
lights. By default, light will automatically generate the .lit file when
needed.
.IP "\fB\-dirt\fP"
Globally enables dirtmapping (ambient occlusion), overriding the "_dirt" worldspawn
key. See "_dirt" for more details.
.IP "\fB\-dirtdebug\fP"
Implies "-dirt", and renders just the dirtmap against a fullbright background,
ignoring all lights in the map. Useful for previewing and turning the dirt settings.
.IP "\fB\-dirtmode n\fP | \fB\-dirtdepth n\fP | \fB\-dirtscale n\fP | \fB\-dirtgain n\fP | \fB\-dirtangle n\fP"
Fine-tune the dirtmapping, overriding the corresponding worldspawn keys. See the
worldspawn keys below.
.IP "\fB\-gamma [n]\fP"
Adjust brightness of final lightmap. Default 1, >1 is brighter, <1 is darker. See "_gamma" worldspawn key.
.IP "\fB\-lux\fP"
Generate a .lux file storing average incoming light directions for surfaces. Usable by FTEQW with "r_deluxemapping 1"
.IP "\fB\-surflight_subdivide [n]\fP"
@ -81,7 +68,6 @@ if your map uses any switchable lights. All this does is assign style numbers to
switchable light.
.IP "\fB\-sunsamples [n]\fP"
Set the number of samples to use for "_sunlight_penumbra" and "_sunlight2" (sunlight2 may use more or less because of how the suns are set up in a sphere). Default 100.
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..."
.IP "\fB\-surflight_dump\fP"
Saves the lights generated by surfacelights to a "mapname-surflights.map" file.
.IP "\fB\-lmscale n\fP"
@ -92,12 +78,6 @@ Writes rgb data into the bsp itself.
Writes both rgb and directions data into the bsp itself.
.IP "\fB\-novanilla\fP
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.
.IP "\fB\-bounce n\fP"
Enables 1 bounce, 0=disable even if set in worldspawn. Available as a worldspawn key.
.IP "\fB\-bouncescale n\fP"
Scales brightness of bounce lighting, default 1. Available as a worldspawn key.
.IP "\fB\-bouncecolorscale n\fP"
Weight for bounce lighting to use texture colors from the map: 0=ignore map textures (default), 1=multiply bounce light color by texture color. Available as a worldspawn key.
.IP "\fB\-phongdebug\fP"
Write normals to lit file for debugging phong shading.
.IP "\fB\-bouncedebug\fP"
@ -395,6 +375,8 @@ Specifies the yaw/pitch/roll angles for a texture projection (overriding mangle)
.IP "\fB""_bouncescale"" ""n""\fP"
Scales the amount of light that is contributed by bounces. Default is 1.0, 0.0 disables bounce lighting for this light.
.SH "OTHER INFORMATION"
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..."
.SH AUTHOR
Written by Kevin Shanahan (aka Tyrann)