docs: update for 0.15.2

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Eric Wasylishen 2015-09-17 00:35:41 -06:00
parent d9fb61236f
commit 5e4a7f3bc4
5 changed files with 44 additions and 9 deletions

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@ -192,7 +192,7 @@ turning the dirt settings.</p>
<p style="margin-left:11%;"><b>&minus;dirtmode n</b> |
<b>&minus;dirtdepth n</b> | <b>&minus;dirtscale n</b> |
<b>&minus;dirtgain n</b></p>
<b>&minus;dirtgain n</b> | <b>&minus;dirtangle n</b></p>
<p style="margin-left:22%;">Fine-tune the dirtmapping,
overriding the corresponding worldspawn keys. See the
@ -243,6 +243,21 @@ file storing average incoming light directions for surfaces.
Usable by FTEQW with &quot;r_deluxemapping 1&quot;</p></td>
</table>
<p style="margin-left:11%;"><b>&minus;surflight_subdivide
[n]</b></p>
<p style="margin-left:22%;">Configure spacing of all
surface lights. Default 128 units. Minimum setting: 64 / max
2048. In the future I&rsquo;d like to make this configurable
per-surface-light.</p>
<p style="margin-left:11%;"><b>&minus;onlyents</b></p>
<p style="margin-left:22%;">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.</p>
<a name="MODEL ENTITY KEYS"></a>
<h2>MODEL ENTITY KEYS</h2>
@ -401,6 +416,14 @@ dirt fainter, 2.0 would create much darker shadows.</p>
calculation, default 1. Lower values (e.g. 0.5) make the
shadows darker and stretch further away from corners.</p>
<p style="margin-left:11%;"><b>&quot;_dirtangle&quot;
&quot;n&quot;</b></p>
<p style="margin-left:22%;">Cone angle in degrees for
occlusion testing, default 88. Allowed range 1-90. Lower
values can avoid unwanted dirt on arches, pipe interiors,
etc.</p>
<p style="margin-left:11%;"><b>&quot;_gamma&quot;
&quot;n&quot;</b></p>

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@ -115,10 +115,12 @@ opaque water</p>
<p style="margin-left:22%;">Computes portal information for
transparent sky</p>
<p style="margin-left:11%;"><b>&minus;oldaxis</b></p>
<p style="margin-left:11%;"><b>&minus;nooldaxis</b></p>
<p style="margin-left:22%;">Uses original qbsp texture
alignment algorithm</p>
<p style="margin-left:22%;">Use alternate texture alignment
algorithm. The default is to use the original QBSP texture
alignment algorithm, which required the -oldaxis switch in
tyrutils-ericw v0.15.1 and earlier.</p>
<p style="margin-left:11%;"><b>&minus;forcegoodtree</b>
(experimental)</p>
@ -199,6 +201,16 @@ files (default is cwd)</p>
rotate_ brushes where the mapper aligns textures for the
object at (0 0 0).</p>
<p style="margin-left:11%;"><b>&minus;maxNodeSize
[n]</b></p>
<p style="margin-left:22%;">Switch to the cheap spatial
subdivion bsp heuristic when splitting nodes of this size
(in any dimension). This gives much faster qbsp processing
times on large maps and should generate better bsp trees as
well. From txqbsp-xt, thanks rebb. (default 1024, 0 to
disable)</p>
<a name="SPECIAL TEXTURE NAMES"></a>
<h2>SPECIAL TEXTURE NAMES</h2>

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