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