diff --git a/doc/bspinfo.html b/doc/bspinfo.html index 2724054e..b310bd7b 100644 --- a/doc/bspinfo.html +++ b/doc/bspinfo.html @@ -1,5 +1,5 @@ - + diff --git a/doc/bsputil.html b/doc/bsputil.html index 34309830..4e28f913 100644 --- a/doc/bsputil.html +++ b/doc/bsputil.html @@ -1,5 +1,5 @@ - + diff --git a/doc/light.html b/doc/light.html index cbf2579a..5fe26ecd 100644 --- a/doc/light.html +++ b/doc/light.html @@ -1,5 +1,5 @@ - + @@ -192,7 +192,7 @@ turning the dirt settings.
−dirtmode n | −dirtdepth n | −dirtscale n | -−dirtgain n
+−dirtgain n | −dirtangle nFine-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 "r_deluxemapping 1"
+−surflight_subdivide +[n]
+ +Configure spacing of all +surface lights. Default 128 units. Minimum setting: 64 / max +2048. In the future I’d like to make this configurable +per-surface-light.
+ +−onlyents
+ +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.
+"_dirtangle" +"n"
+ +Cone angle in degrees for +occlusion testing, default 88. Allowed range 1-90. Lower +values can avoid unwanted dirt on arches, pipe interiors, +etc.
+"_gamma" "n"
diff --git a/doc/qbsp.html b/doc/qbsp.html index ec7694c6..505d111c 100644 --- a/doc/qbsp.html +++ b/doc/qbsp.html @@ -1,5 +1,5 @@ - + @@ -115,10 +115,12 @@ opaque waterComputes portal information for transparent sky
-−oldaxis
+−nooldaxis
-Uses original qbsp texture -alignment algorithm
+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.
−forcegoodtree (experimental)
@@ -199,6 +201,16 @@ files (default is cwd) rotate_ brushes where the mapper aligns textures for the object at (0 0 0). +−maxNodeSize +[n]
+ +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)
+