diff --git a/man/bsputil.1 b/man/bsputil.1 index f1211ded..415ead7e 100644 --- a/man/bsputil.1 +++ b/man/bsputil.1 @@ -13,15 +13,15 @@ bsputil \- utiltiy for working with Quake BSP files \fBbsputil is a small utility for basic manipulation of Quake BSP files. .SH OPTIONS -.IP "\fB\--extract-textures\fP" +.IP "\fB--extract-textures\fP" Extract the texture data from \fIBSPFILE\fP and create a Quake WAD file. The output filename is generated from \fIBSPFILE\fP by stripping the .bsp extension and adding the .wad extension. -.IP "\fB\--extract-entities\fP" +.IP "\fB--extract-entities\fP" Extract the entity data from \fIBSPFILE\fP and create a plain text .ent file. The output filename is generated from \fIBSPFILE\fP by stripping the .bsp extension and adding the .ent extension. -.IP "\fB\--check\fP" +.IP "\fB--check\fP" Load \fIBSPFILE\fP into memory and run a set of tests to check that all internal data structures are self-consistent. Currently the tests are very basic and not all warnings will result in errors from all diff --git a/man/light.1 b/man/light.1 index e9da25d6..6ca051d8 100644 --- a/man/light.1 +++ b/man/light.1 @@ -25,77 +25,77 @@ setting in worldspawn. .br .SS "Performance options:" -.IP "\fB\-threads n\fP" +.IP "\fB-threads n\fP" Set number of threads explicitly. By default light will attempt to detect the number of CPUs/cores available. -.IP "\fB\-extra\fP" +.IP "\fB-extra\fP" Calculate extra samples (2x2) and average the results for smoother shadows. -.IP "\fB\-extra4\fP" +.IP "\fB-extra4\fP" Calculate even more samples (4x4) and average the results for smoother shadows. -.IP "\fB\-gate n\fP" +.IP "\fB-gate n\fP" Set a minimum light level, below which can be considered zero brightness. This can dramatically speed up processing when there are large numbers of lights with inverse or inverse square falloff. In most cases, values less than 1.0 will cause no discernable visual differences. Default 0.001. -.IP "\fB\-sunsamples [n]\fP" +.IP "\fB-sunsamples [n]\fP" 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. -.IP "\fB\-surflight_subdivide [n]\fP" +.IP "\fB-surflight_subdivide [n]\fP" 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. .br .SS "Output format options:" -.IP "\fB\-lit\fP" +.IP "\fB-lit\fP" Force generation of a .lit file, even if your map does not have any coloured lights. By default, light will automatically generate the .lit file when needed. -.IP "\fB\-onlyents\fP" +.IP "\fB-onlyents\fP" 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. .br .SS "Postprocessing options:" -.IP "\fB\-soft [n]\fP" +.IP "\fB-soft [n]\fP" Perform post-processing on the lightmap which averages adjacent samples to smooth shadow edges. If n is specified, the algorithm will take 'n' samples on each side of the sample point and replace the original value with the average. e.g. a value of 1 results in averaging a 3x3 square centred on the -original sample. 2 implies a 5x5 square and so on. If \-soft is specified, but +original sample. 2 implies a 5x5 square and so on. If -soft is specified, but n is omitted, a value will be the level of oversampling requested. If no -oversampling, then the implied value is 1. \-extra implies a value of 2 and -\-extra4 implies 3. Default 0 (off). +oversampling, then the implied value is 1. -extra implies a value of 2 and +-extra4 implies 3. Default 0 (off). .br .SS "Debug modes:" -.IP "\fB\-dirtdebug\fP" +.IP "\fB-dirtdebug\fP" Implies "-dirt", and renders just the dirtmap against a fullbright background, ignoring all lights in the map. Useful for previewing and turning the dirt settings. -.IP "\fB\-phongdebug\fP" +.IP "\fB-phongdebug\fP" Write normals to lit file for debugging phong shading. -.IP "\fB\-bouncedebug\fP" +.IP "\fB-bouncedebug\fP" Write bounced lighting only to the lightmap for debugging / previewing -bounce. -.IP "\fB\-surflight_dump\fP" +.IP "\fB-surflight_dump\fP" Saves the lights generated by surfacelights to a "mapname-surflights.map" file. -.IP "\fB\-novisapprox\fP" +.IP "\fB-novisapprox\fP" Disable approximate visibility culling of lights, which has a small chance of introducing artifacts where lights cut off too soon. .br .SS "Experimental options:" -.IP "\fB\-addmin\fP" +.IP "\fB-addmin\fP" Changes the behaviour of \fIminlight\fP. Instead of increasing low light levels to the global minimum, add the global minimum light level to all style 0 lightmaps. This may help reducing the sometimes uniform minlight effect. -.IP "\fB\-lit2\fP" +.IP "\fB-lit2\fP" Force generation of a .lit2 file, even if your map does not have any coloured lights. -.IP "\fB\-lux\fP" +.IP "\fB-lux\fP" Generate a .lux file storing average incoming light directions for surfaces. Usable by FTEQW with "r_deluxemapping 1" -.IP "\fB\-lmscale n\fP" +.IP "\fB-lmscale n\fP" Equivelent to "_lightmap_scale" worldspawn key. -.IP "\fB\-bspxlit\fP" +.IP "\fB-bspxlit\fP" Writes rgb data into the bsp itself. -.IP "\fB\-bspx\fP" +.IP "\fB-bspx\fP" Writes both rgb and directions data into the bsp itself. -.IP "\fB\-novanilla\fP +.IP "\fB-novanilla\fP 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. .SH "MODEL ENTITY KEYS" diff --git a/man/qbsp.1 b/man/qbsp.1 index 8fbc8d2b..f78bfaa0 100644 --- a/man/qbsp.1 +++ b/man/qbsp.1 @@ -17,72 +17,72 @@ the output filename will be chosen by stripping the file extension (if any) from \fISOURCEFILE\fP and appending the .bsp extension. .SH OPTIONS -.IP "\fB\-nofill\fP" +.IP "\fB-nofill\fP" Doesn't perform outside filling -.IP "\fB\-noclip\fP" +.IP "\fB-noclip\fP" Doesn't build clip hulls -.IP "\fB\-noskip\fP" +.IP "\fB-noskip\fP" Doesn't remove faces using the 'skip' texture -.IP "\fB\-onlyents\fP" +.IP "\fB-onlyents\fP" Only updates .map entities -.IP "\fB\-verbose\fP" +.IP "\fB-verbose\fP" Print out more .map information -.IP "\fB\-noverbose\fP" +.IP "\fB-noverbose\fP" Print out almost no information at all -.IP "\fB\-splitspecial\fP" +.IP "\fB-splitspecial\fP" Doesn't combine sky and water faces into one large face -.IP "\fB\-transwater\fP" +.IP "\fB-transwater\fP" Computes portal information for transparent water (default) -.IP "\fB\-notranswater\fP" +.IP "\fB-notranswater\fP" Computes portal information for opaque water -.IP "\fB\-transsky\fP" +.IP "\fB-transsky\fP" Computes portal information for transparent sky -.IP "\fB\-nooldaxis\fP" +.IP "\fB-nooldaxis\fP" 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. -.IP "\fB\-forcegoodtree\fP (experimental)" +.IP "\fB-forcegoodtree\fP (experimental)" Force use of expensive processing for SolidBSP stage. Often results in a more optimal BSP file in terms of file size, at the expense of extra processing time. -.IP "\fB\-bspleak\fP" +.IP "\fB-bspleak\fP" Creates a .por file, used in the BSP editor -.IP "\fB\-oldleak\fP" +.IP "\fB-oldleak\fP" Create an old-style QBSP .PTS file (default is new) -.IP "\fB\-nopercent\fP" +.IP "\fB-nopercent\fP" Prevents output of percent completion information -.IP "\fB\-bsp2\fP" +.IP "\fB-bsp2\fP" Create the output BSP file in BSP2 format. Allows the creation of much larger and more complex maps than the original BSP 29 format). -.IP "\fB\-2psb\fP" +.IP "\fB-2psb\fP" Create the output BSP file in 2PSB format. This an earlier version of the BSP2 format, supported by the RMQ engine (and thus is also known as the BSP2rmq or RMQe bsp format). original BSP 29 format). -.IP "\fB\-leakdist [n]\fP" +.IP "\fB-leakdist [n]\fP" Space between leakfile points (default 2) -.IP "\fB\-subdivide [n]\fP" +.IP "\fB-subdivide [n]\fP" Use different texture subdivision (default 240) -.IP "\fB\-wadpath \fP" +.IP "\fB-wadpath \fP" Search this directory for wad files (default is cwd) -.IP "\fB\-oldrottex\fP" +.IP "\fB-oldrottex\fP" Use old method of texturing rotate_ brushes where the mapper aligns textures for the object at (0 0 0). -.IP "\fB\-maxNodeSize [n]\fP" +.IP "\fB-maxNodeSize [n]\fP" 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) -.IP "\fB\-hexen2\fP" +.IP "\fB-hexen2\fP" Generate a hexen2 bsp. -.IP "\fB\-wrbrushes\fP" +.IP "\fB-wrbrushes\fP" (bspx) Includes a list of brushes for brush-based collision. -.IP "\fB\-wrbrushesonly\fP" +.IP "\fB-wrbrushesonly\fP" "-wrbrushes" combined with "-noclip" argument. -.IP "\fB\-notex\fP" +.IP "\fB-notex\fP" Write only placeholder textures, to depend upon replacements. -.IP "\fB\-omitdetail\fP" +.IP "\fB-omitdetail\fP" Detail brushes are omitted from the compile. -.IP "\fB\-convert \fP" +.IP "\fB-convert \fP" Convert a .MAP to a different .MAP format. fmt can be: quake, quake2, valve, bp (brush primitives). Conversions to "quake" or "quake2" format may not be able to match the texture alignment in the source map, other conversions are lossless. The converted map is saved to -.map. diff --git a/man/vis.1 b/man/vis.1 index bf55cb82..a7682333 100644 --- a/man/vis.1 +++ b/man/vis.1 @@ -24,32 +24,32 @@ minutes so that progress will not be lost in case the computer needs to be rebooted or an unexpected power outage occurs. .SH OPTIONS -.IP "\fB\-threads n\fP" +.IP "\fB-threads n\fP" Set number of threads explicitly. By default vis will attempt to detect the number of CPUs/cores available. -.IP "\fB\-fast\fP" +.IP "\fB-fast\fP" Skip detailed calculations and calculate a very loose set of PVS data. Sometimes useful for a quick test while developing a map. -.IP "\fB\-level n\fP" +.IP "\fB-level n\fP" Select a test level from 0 to 4 for detailed visibility calculations. Lower levels are not necessarily faster in in all cases. It is not recommended that you change the default level unless you are experiencing problems. Default 4. -.IP "\fB\-v\fP" +.IP "\fB-v\fP" Verbose output. -.IP "\fB\-vv\fP" +.IP "\fB-vv\fP" Very verbose output. -.IP "\fB\-noambientsky\fP" +.IP "\fB-noambientsky\fP" Disable ambient sound generation for textures with names beginning with 'SKY'. -.IP "\fB\-noambientwater\fP" +.IP "\fB-noambientwater\fP" Disable ambient sound generation for textures with names beginning with '*WATER' or '*04WATER'. -.IP "\fB\-noambientslime\fP" +.IP "\fB-noambientslime\fP" Disable ambient sound generation for textures with names beginning with '*SLIME'. -.IP "\fB\-noambientlava\fP" +.IP "\fB-noambientlava\fP" Disable ambient sound generation for textures with names beginning with '*LAVA'. -.IP "\fB\-noambient\fP" +.IP "\fB-noambient\fP" Disable all ambient sound generation. .SH AUTHOR