light: allow setting _dist and _range in worldspawn
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@ -72,6 +72,8 @@ typedef struct entity_s {
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vec_t dirtdepth;
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int dirtmode;
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int minlight_dirt;
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vec_t dist;
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vec_t range;
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/* worldspawn, light entities */
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vec_t dirtscale;
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@ -698,6 +698,12 @@ LoadEntities(const bsp2_t *bsp)
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else if (!strcmp(key, "_samples")) {
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entity->num_samples = atoi(com_token);
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}
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else if (!strcmp(key, "_dist")) {
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entity->dist = atof(com_token);
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}
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else if (!strcmp(key, "_range")) {
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entity->range = atof(com_token);
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}
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}
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/*
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@ -729,6 +735,18 @@ LoadEntities(const bsp2_t *bsp)
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if (entity->anglescale >= 0 && entity->anglescale <= 1.0)
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sun_anglescale = entity->anglescale;
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if (entity->dist != 0.0) {
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scaledist = entity->dist;
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logprint("using _dist value %f from worldspawn.\n",
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scaledist);
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}
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if (entity->range != 0.0) {
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rangescale = entity->range;
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logprint("using _range value %f from worldspawn.\n",
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rangescale);
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}
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if (entity->dirtdepth && !dirtDepthSetOnCmdline) {
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dirtDepth = entity->dirtdepth;
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logprint("Using dirtdepth value %f from worldspawn.\n",
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20
man/light.1
20
man/light.1
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@ -33,14 +33,11 @@ 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. If n > 1 lights fade
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more quickly with distance and if n < 1, lights fade more slowly with distance
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and light reaches further.
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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. Values of n > 0.5 makes lights brighter and n < 0.5 makes lights
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less bright. The same effect can be achieved on individual lights by
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adjusting both the "light" and "wait" attributes.
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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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@ -84,6 +81,17 @@ Set a global minimum light level of "n" across the whole map. This is an easy
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way to eliminate completely dark areas of the level, however you may lose some
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contrast as a result, so use with care. Default 0.
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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. If n > 1 lights fade
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more quickly with distance and if n < 1, lights fade more slowly with distance
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and light reaches further.
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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. Values of n > 0.5 makes lights brighter and n < 0.5 makes lights
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less bright. The same effect can be achieved on individual lights by
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adjusting both the "light" and "wait" attributes.
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.IP "\fB""_sunlight"" ""n""\fP"
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Set the brightness of the sunlight coming from an unseen sun in the sky. Sky
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brushes (or more accurately bsp leafs with sky contents) will emit sunlight at
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