qbsp: update manual
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man/qbsp.1
12
man/qbsp.1
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@ -244,6 +244,18 @@ Generates an LMSHIFT bspx lump for use by a light util. Note that both scaled an
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.IP "\fB""_mirrorinside"" ""n""\fP"
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.IP "\fB""_mirrorinside"" ""n""\fP"
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Set to 1 to save mirrored inside faces for bmodels, so when the player view is inside the bmodel, they will still see the faces. (e.g. for func_water, or func_illusionary)
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Set to 1 to save mirrored inside faces for bmodels, so when the player view is inside the bmodel, they will still see the faces. (e.g. for func_water, or func_illusionary)
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.SH "OTHER SPECIAL-PURPOSE ENTITIES"
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.SS "func_illusionary_visblocker"
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.PP
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For creating vis-blocking illusionary brushes (similar to "func_detail_illusionary"
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or "func_illusionary". The player can walk through them.)
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This gives the same effect as water brushes when the "-notranswater" flag is used, except the interior of
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these brushes are saved as CONTENTS_EMPTY.
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One thing to be aware of is, if the player's view is very close to the faces of these brushes, they might
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be able to see into the void (depending on the engine). Fitzquake family engines have a workaround
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for this that is enabled if the brushes are textured with a water texture ("*" prefix).
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.SH MAP COMPATIBILITY
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.SH MAP COMPATIBILITY
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In addition to standard Quake 1 .map files, ericw-tools QBSP is compatible with:
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In addition to standard Quake 1 .map files, ericw-tools QBSP is compatible with:
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@ -101,7 +101,7 @@ PortalThru(const portal_t *p)
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if (contents0 == contents1)
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if (contents0 == contents1)
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return true;
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return true;
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/* Can't see through func_illisionary_visblocker */
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/* Can't see through func_illusionary_visblocker */
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if (contents0 == CONTENTS_ILLUSIONARY_VISBLOCKER || contents1 == CONTENTS_ILLUSIONARY_VISBLOCKER)
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if (contents0 == CONTENTS_ILLUSIONARY_VISBLOCKER || contents1 == CONTENTS_ILLUSIONARY_VISBLOCKER)
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return false;
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return false;
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