docs: change en-dashes to regular dashes so you can copy-paste from docs to command-line

Fixes #179
This commit is contained in:
Eric Wasylishen 2017-09-23 21:14:04 -06:00
parent 993e8fb590
commit af013568bf
4 changed files with 65 additions and 65 deletions

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@ -13,15 +13,15 @@ bsputil \- utiltiy for working with Quake BSP files
\fBbsputil is a small utility for basic manipulation of Quake BSP files. \fBbsputil is a small utility for basic manipulation of Quake BSP files.
.SH OPTIONS .SH OPTIONS
.IP "\fB\--extract-textures\fP" .IP "\fB--extract-textures\fP"
Extract the texture data from \fIBSPFILE\fP and create a Quake WAD Extract the texture data from \fIBSPFILE\fP and create a Quake WAD
file. The output filename is generated from \fIBSPFILE\fP by file. The output filename is generated from \fIBSPFILE\fP by
stripping the .bsp extension and adding the .wad extension. 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 Extract the entity data from \fIBSPFILE\fP and create a plain
text .ent file. The output filename is generated from \fIBSPFILE\fP text .ent file. The output filename is generated from \fIBSPFILE\fP
by stripping the .bsp extension and adding the .ent extension. 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 Load \fIBSPFILE\fP into memory and run a set of tests to check that
all internal data structures are self-consistent. Currently the tests all internal data structures are self-consistent. Currently the tests
are very basic and not all warnings will result in errors from all are very basic and not all warnings will result in errors from all

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@ -25,77 +25,77 @@ setting in worldspawn.
.br .br
.SS "Performance options:" .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 Set number of threads explicitly. By default light will attempt to detect the
number of CPUs/cores available. number of CPUs/cores available.
.IP "\fB\-extra\fP" .IP "\fB-extra\fP"
Calculate extra samples (2x2) and average the results for smoother shadows. 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 Calculate even more samples (4x4) and average the results for smoother
shadows. shadows.
.IP "\fB\-gate n\fP" .IP "\fB-gate n\fP"
Set a minimum light level, below which can be considered zero brightness. Set a minimum light level, below which can be considered zero brightness.
This can dramatically speed up processing when there are large numbers of 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 lights with inverse or inverse square falloff. In most cases, values less than
1.0 will cause no discernable visual differences. Default 0.001. 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. 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. 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. In the future I'd like to make this configurable per-surface-light.
.br .br
.SS "Output format options:" .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 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 lights. By default, light will automatically generate the .lit file when
needed. 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, 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 if your map uses any switchable lights. All this does is assign style numbers to each
switchable light. switchable light.
.br .br
.SS "Postprocessing options:" .SS "Postprocessing options:"
.IP "\fB\-soft [n]\fP" .IP "\fB-soft [n]\fP"
Perform post-processing on the lightmap which averages adjacent samples to Perform post-processing on the lightmap which averages adjacent samples to
smooth shadow edges. If n is specified, the algorithm will take 'n' samples 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 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 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 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 oversampling, then the implied value is 1. -extra implies a value of 2 and
\-extra4 implies 3. Default 0 (off). -extra4 implies 3. Default 0 (off).
.br .br
.SS "Debug modes:" .SS "Debug modes:"
.IP "\fB\-dirtdebug\fP" .IP "\fB-dirtdebug\fP"
Implies "-dirt", and renders just the dirtmap against a fullbright background, 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. 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. 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. 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. 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. Disable approximate visibility culling of lights, which has a small chance of introducing artifacts where lights cut off too soon.
.br .br
.SS "Experimental options:" .SS "Experimental options:"
.IP "\fB\-addmin\fP" .IP "\fB-addmin\fP"
Changes the behaviour of \fIminlight\fP. Instead of increasing low Changes the behaviour of \fIminlight\fP. Instead of increasing low
light levels to the global minimum, add the global minimum light level light levels to the global minimum, add the global minimum light level
to all style 0 lightmaps. This may help reducing the sometimes to all style 0 lightmaps. This may help reducing the sometimes
uniform minlight effect. 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 Force generation of a .lit2 file, even if your map does not have any coloured
lights. 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" 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. Equivelent to "_lightmap_scale" worldspawn key.
.IP "\fB\-bspxlit\fP" .IP "\fB-bspxlit\fP"
Writes rgb data into the bsp itself. 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. 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. 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" .SH "MODEL ENTITY KEYS"

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@ -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. from \fISOURCEFILE\fP and appending the .bsp extension.
.SH OPTIONS .SH OPTIONS
.IP "\fB\-nofill\fP" .IP "\fB-nofill\fP"
Doesn't perform outside filling Doesn't perform outside filling
.IP "\fB\-noclip\fP" .IP "\fB-noclip\fP"
Doesn't build clip hulls Doesn't build clip hulls
.IP "\fB\-noskip\fP" .IP "\fB-noskip\fP"
Doesn't remove faces using the 'skip' texture Doesn't remove faces using the 'skip' texture
.IP "\fB\-onlyents\fP" .IP "\fB-onlyents\fP"
Only updates .map entities Only updates .map entities
.IP "\fB\-verbose\fP" .IP "\fB-verbose\fP"
Print out more .map information Print out more .map information
.IP "\fB\-noverbose\fP" .IP "\fB-noverbose\fP"
Print out almost no information at all 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 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) Computes portal information for transparent water (default)
.IP "\fB\-notranswater\fP" .IP "\fB-notranswater\fP"
Computes portal information for opaque water Computes portal information for opaque water
.IP "\fB\-transsky\fP" .IP "\fB-transsky\fP"
Computes portal information for transparent sky 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 Use alternate texture alignment algorithm. The default is to use the original
QBSP texture alignment algorithm, which required the -oldaxis switch in QBSP texture alignment algorithm, which required the -oldaxis switch in
tyrutils-ericw v0.15.1 and earlier. 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 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 in a more optimal BSP file in terms of file size, at the expense of
extra processing time. extra processing time.
.IP "\fB\-bspleak\fP" .IP "\fB-bspleak\fP"
Creates a .por file, used in the BSP editor 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) Create an old-style QBSP .PTS file (default is new)
.IP "\fB\-nopercent\fP" .IP "\fB-nopercent\fP"
Prevents output of percent completion information 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 Create the output BSP file in BSP2 format. Allows the creation of much larger
and more complex maps than the original BSP 29 format). 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 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 BSP2 format, supported by the RMQ engine (and thus is also known as the
BSP2rmq or RMQe bsp format). original BSP 29 format). 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) Space between leakfile points (default 2)
.IP "\fB\-subdivide [n]\fP" .IP "\fB-subdivide [n]\fP"
Use different texture subdivision (default 240) Use different texture subdivision (default 240)
.IP "\fB\-wadpath <dir>\fP" .IP "\fB-wadpath <dir>\fP"
Search this directory for wad files (default is cwd) 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 Use old method of texturing rotate_ brushes where the mapper aligns
textures for the object at (0 0 0). 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 Switch to the cheap spatial subdivion bsp heuristic when splitting nodes
of this size (in any dimension). This gives much faster qbsp processing of this size (in any dimension). This gives much faster qbsp processing
times on large maps and should generate better bsp trees as well. times on large maps and should generate better bsp trees as well.
From txqbsp-xt, thanks rebb. (default 1024, 0 to disable) From txqbsp-xt, thanks rebb. (default 1024, 0 to disable)
.IP "\fB\-hexen2\fP" .IP "\fB-hexen2\fP"
Generate a hexen2 bsp. Generate a hexen2 bsp.
.IP "\fB\-wrbrushes\fP" .IP "\fB-wrbrushes\fP"
(bspx) Includes a list of brushes for brush-based collision. (bspx) Includes a list of brushes for brush-based collision.
.IP "\fB\-wrbrushesonly\fP" .IP "\fB-wrbrushesonly\fP"
"-wrbrushes" combined with "-noclip" argument. "-wrbrushes" combined with "-noclip" argument.
.IP "\fB\-notex\fP" .IP "\fB-notex\fP"
Write only placeholder textures, to depend upon replacements. Write only placeholder textures, to depend upon replacements.
.IP "\fB\-omitdetail\fP" .IP "\fB-omitdetail\fP"
Detail brushes are omitted from the compile. Detail brushes are omitted from the compile.
.IP "\fB\-convert <fmt>\fP" .IP "\fB-convert <fmt>\fP"
Convert a .MAP to a different .MAP format. fmt can be: quake, quake2, valve, bp (brush primitives). 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. 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 <source map name>-<fmt>.map. The converted map is saved to <source map name>-<fmt>.map.

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@ -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. rebooted or an unexpected power outage occurs.
.SH OPTIONS .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 Set number of threads explicitly. By default vis will attempt to detect the
number of CPUs/cores available. number of CPUs/cores available.
.IP "\fB\-fast\fP" .IP "\fB-fast\fP"
Skip detailed calculations and calculate a very loose set of PVS Skip detailed calculations and calculate a very loose set of PVS
data. Sometimes useful for a quick test while developing a map. 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 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 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. you change the default level unless you are experiencing problems. Default 4.
.IP "\fB\-v\fP" .IP "\fB-v\fP"
Verbose output. Verbose output.
.IP "\fB\-vv\fP" .IP "\fB-vv\fP"
Very verbose output. Very verbose output.
.IP "\fB\-noambientsky\fP" .IP "\fB-noambientsky\fP"
Disable ambient sound generation for textures with names beginning with 'SKY'. 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 Disable ambient sound generation for textures with names beginning
with '*WATER' or '*04WATER'. with '*WATER' or '*04WATER'.
.IP "\fB\-noambientslime\fP" .IP "\fB-noambientslime\fP"
Disable ambient sound generation for textures with names beginning Disable ambient sound generation for textures with names beginning
with '*SLIME'. with '*SLIME'.
.IP "\fB\-noambientlava\fP" .IP "\fB-noambientlava\fP"
Disable ambient sound generation for textures with names beginning Disable ambient sound generation for textures with names beginning
with '*LAVA'. with '*LAVA'.
.IP "\fB\-noambient\fP" .IP "\fB-noambient\fP"
Disable all ambient sound generation. Disable all ambient sound generation.
.SH AUTHOR .SH AUTHOR