docs: change en-dashes to regular dashes so you can copy-paste from docs to command-line
Fixes #179
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@ -13,15 +13,15 @@ bsputil \- utiltiy for working with Quake BSP files
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\fBbsputil is a small utility for basic manipulation of Quake BSP files.
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.SH OPTIONS
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.IP "\fB\--extract-textures\fP"
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.IP "\fB--extract-textures\fP"
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Extract the texture data from \fIBSPFILE\fP and create a Quake WAD
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file. The output filename is generated from \fIBSPFILE\fP by
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stripping the .bsp extension and adding the .wad extension.
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.IP "\fB\--extract-entities\fP"
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.IP "\fB--extract-entities\fP"
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Extract the entity data from \fIBSPFILE\fP and create a plain
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text .ent file. The output filename is generated from \fIBSPFILE\fP
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by stripping the .bsp extension and adding the .ent extension.
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.IP "\fB\--check\fP"
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.IP "\fB--check\fP"
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Load \fIBSPFILE\fP into memory and run a set of tests to check that
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all internal data structures are self-consistent. Currently the tests
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are very basic and not all warnings will result in errors from all
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48
man/light.1
48
man/light.1
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@ -25,77 +25,77 @@ setting in worldspawn.
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.br
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.SS "Performance options:"
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.IP "\fB\-threads n\fP"
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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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.IP "\fB\-extra\fP"
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.IP "\fB-extra\fP"
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Calculate extra samples (2x2) and average the results for smoother shadows.
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.IP "\fB\-extra4\fP"
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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\-gate n\fP"
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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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lights with inverse or inverse square falloff. In most cases, values less than
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1.0 will cause no discernable visual differences. Default 0.001.
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.IP "\fB\-sunsamples [n]\fP"
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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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.IP "\fB\-surflight_subdivide [n]\fP"
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.IP "\fB-surflight_subdivide [n]\fP"
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Configure spacing of all surface lights. Default 128 units. Minimum setting: 64 / max 2048.
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In the future I'd like to make this configurable per-surface-light.
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.br
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.SS "Output format options:"
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.IP "\fB\-lit\fP"
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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\-onlyents\fP"
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.IP "\fB-onlyents\fP"
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Updates the entities lump in the bsp. You should run this after running qbsp with -onlyents,
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if your map uses any switchable lights. All this does is assign style numbers to each
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switchable light.
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.br
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.SS "Postprocessing options:"
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.IP "\fB\-soft [n]\fP"
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.IP "\fB-soft [n]\fP"
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Perform post-processing on the lightmap which averages adjacent samples to
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smooth shadow edges. If n is specified, the algorithm will take 'n' samples
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on each side of the sample point and replace the original value with the
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average. e.g. a value of 1 results in averaging a 3x3 square centred on the
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original sample. 2 implies a 5x5 square and so on. If \-soft is specified, but
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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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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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.br
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.SS "Debug modes:"
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.IP "\fB\-dirtdebug\fP"
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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\-phongdebug\fP"
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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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.IP "\fB-bouncedebug\fP"
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Write bounced lighting only to the lightmap for debugging / previewing -bounce.
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.IP "\fB\-surflight_dump\fP"
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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\-novisapprox\fP"
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.IP "\fB-novisapprox\fP"
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Disable approximate visibility culling of lights, which has a small chance of introducing artifacts where lights cut off too soon.
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.br
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.SS "Experimental options:"
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.IP "\fB\-addmin\fP"
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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\-lit2\fP"
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.IP "\fB-lit2\fP"
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Force generation of a .lit2 file, even if your map does not have any coloured
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lights.
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.IP "\fB\-lux\fP"
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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\-lmscale n\fP"
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.IP "\fB-lmscale n\fP"
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Equivelent to "_lightmap_scale" worldspawn key.
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.IP "\fB\-bspxlit\fP"
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.IP "\fB-bspxlit\fP"
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Writes rgb data into the bsp itself.
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.IP "\fB\-bspx\fP"
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.IP "\fB-bspx\fP"
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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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.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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.SH "MODEL ENTITY KEYS"
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56
man/qbsp.1
56
man/qbsp.1
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@ -17,72 +17,72 @@ the output filename will be chosen by stripping the file extension (if any)
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from \fISOURCEFILE\fP and appending the .bsp extension.
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.SH OPTIONS
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.IP "\fB\-nofill\fP"
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.IP "\fB-nofill\fP"
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Doesn't perform outside filling
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.IP "\fB\-noclip\fP"
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.IP "\fB-noclip\fP"
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Doesn't build clip hulls
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.IP "\fB\-noskip\fP"
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.IP "\fB-noskip\fP"
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Doesn't remove faces using the 'skip' texture
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.IP "\fB\-onlyents\fP"
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.IP "\fB-onlyents\fP"
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Only updates .map entities
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.IP "\fB\-verbose\fP"
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.IP "\fB-verbose\fP"
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Print out more .map information
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.IP "\fB\-noverbose\fP"
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.IP "\fB-noverbose\fP"
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Print out almost no information at all
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.IP "\fB\-splitspecial\fP"
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.IP "\fB-splitspecial\fP"
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Doesn't combine sky and water faces into one large face
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.IP "\fB\-transwater\fP"
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.IP "\fB-transwater\fP"
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Computes portal information for transparent water (default)
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.IP "\fB\-notranswater\fP"
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.IP "\fB-notranswater\fP"
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Computes portal information for opaque water
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.IP "\fB\-transsky\fP"
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.IP "\fB-transsky\fP"
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Computes portal information for transparent sky
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.IP "\fB\-nooldaxis\fP"
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.IP "\fB-nooldaxis\fP"
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Use alternate texture alignment algorithm. The default is to use the original
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QBSP texture alignment algorithm, which required the -oldaxis switch in
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tyrutils-ericw v0.15.1 and earlier.
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.IP "\fB\-forcegoodtree\fP (experimental)"
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.IP "\fB-forcegoodtree\fP (experimental)"
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Force use of expensive processing for SolidBSP stage. Often results
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in a more optimal BSP file in terms of file size, at the expense of
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extra processing time.
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.IP "\fB\-bspleak\fP"
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.IP "\fB-bspleak\fP"
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Creates a .por file, used in the BSP editor
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.IP "\fB\-oldleak\fP"
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.IP "\fB-oldleak\fP"
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Create an old-style QBSP .PTS file (default is new)
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.IP "\fB\-nopercent\fP"
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.IP "\fB-nopercent\fP"
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Prevents output of percent completion information
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.IP "\fB\-bsp2\fP"
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.IP "\fB-bsp2\fP"
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Create the output BSP file in BSP2 format. Allows the creation of much larger
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and more complex maps than the original BSP 29 format).
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.IP "\fB\-2psb\fP"
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.IP "\fB-2psb\fP"
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Create the output BSP file in 2PSB format. This an earlier version of the
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BSP2 format, supported by the RMQ engine (and thus is also known as the
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BSP2rmq or RMQe bsp format). original BSP 29 format).
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.IP "\fB\-leakdist [n]\fP"
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.IP "\fB-leakdist [n]\fP"
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Space between leakfile points (default 2)
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.IP "\fB\-subdivide [n]\fP"
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.IP "\fB-subdivide [n]\fP"
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Use different texture subdivision (default 240)
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.IP "\fB\-wadpath <dir>\fP"
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.IP "\fB-wadpath <dir>\fP"
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Search this directory for wad files (default is cwd)
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.IP "\fB\-oldrottex\fP"
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.IP "\fB-oldrottex\fP"
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Use old method of texturing rotate_ brushes where the mapper aligns
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textures for the object at (0 0 0).
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.IP "\fB\-maxNodeSize [n]\fP"
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.IP "\fB-maxNodeSize [n]\fP"
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Switch to the cheap spatial subdivion bsp heuristic when splitting nodes
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of this size (in any dimension). This gives much faster qbsp processing
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times on large maps and should generate better bsp trees as well.
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From txqbsp-xt, thanks rebb. (default 1024, 0 to disable)
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.IP "\fB\-hexen2\fP"
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.IP "\fB-hexen2\fP"
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Generate a hexen2 bsp.
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.IP "\fB\-wrbrushes\fP"
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.IP "\fB-wrbrushes\fP"
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(bspx) Includes a list of brushes for brush-based collision.
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.IP "\fB\-wrbrushesonly\fP"
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.IP "\fB-wrbrushesonly\fP"
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"-wrbrushes" combined with "-noclip" argument.
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.IP "\fB\-notex\fP"
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.IP "\fB-notex\fP"
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Write only placeholder textures, to depend upon replacements.
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.IP "\fB\-omitdetail\fP"
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.IP "\fB-omitdetail\fP"
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Detail brushes are omitted from the compile.
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.IP "\fB\-convert <fmt>\fP"
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.IP "\fB-convert <fmt>\fP"
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Convert a .MAP to a different .MAP format. fmt can be: quake, quake2, valve, bp (brush primitives).
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Conversions to "quake" or "quake2" format may not be able to match the texture alignment in the source map, other conversions are lossless.
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The converted map is saved to <source map name>-<fmt>.map.
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20
man/vis.1
20
man/vis.1
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@ -24,32 +24,32 @@ minutes so that progress will not be lost in case the computer needs to be
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rebooted or an unexpected power outage occurs.
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.SH OPTIONS
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.IP "\fB\-threads n\fP"
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.IP "\fB-threads n\fP"
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Set number of threads explicitly. By default vis will attempt to detect the
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number of CPUs/cores available.
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.IP "\fB\-fast\fP"
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.IP "\fB-fast\fP"
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Skip detailed calculations and calculate a very loose set of PVS
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data. Sometimes useful for a quick test while developing a map.
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.IP "\fB\-level n\fP"
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.IP "\fB-level n\fP"
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Select a test level from 0 to 4 for detailed visibility calculations. Lower
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levels are not necessarily faster in in all cases. It is not recommended that
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you change the default level unless you are experiencing problems. Default 4.
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.IP "\fB\-v\fP"
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.IP "\fB-v\fP"
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Verbose output.
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.IP "\fB\-vv\fP"
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.IP "\fB-vv\fP"
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Very verbose output.
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.IP "\fB\-noambientsky\fP"
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.IP "\fB-noambientsky\fP"
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Disable ambient sound generation for textures with names beginning with 'SKY'.
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.IP "\fB\-noambientwater\fP"
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.IP "\fB-noambientwater\fP"
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Disable ambient sound generation for textures with names beginning
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with '*WATER' or '*04WATER'.
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.IP "\fB\-noambientslime\fP"
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.IP "\fB-noambientslime\fP"
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Disable ambient sound generation for textures with names beginning
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with '*SLIME'.
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.IP "\fB\-noambientlava\fP"
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.IP "\fB-noambientlava\fP"
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Disable ambient sound generation for textures with names beginning
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with '*LAVA'.
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.IP "\fB\-noambient\fP"
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.IP "\fB-noambient\fP"
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Disable all ambient sound generation.
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.SH AUTHOR
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