diff --git a/docs/conf.py b/docs/conf.py index feed2998..f0eb3ec8 100644 --- a/docs/conf.py +++ b/docs/conf.py @@ -10,9 +10,9 @@ # add these directories to sys.path here. If the directory is relative to the # documentation root, use os.path.abspath to make it absolute, like shown here. # -# import os -# import sys -# sys.path.insert(0, os.path.abspath('.')) +import os +import sys +sys.path.insert(0, os.path.abspath('.')) # -- Project information ----------------------------------------------------- @@ -25,6 +25,7 @@ project = 'ericw-tools' # extensions coming with Sphinx (named 'sphinx.ext.*') or your custom # ones. extensions = [ + 'ericw-tools' ] # Add any paths that contain templates here, relative to this directory. diff --git a/docs/ericw-tools.py b/docs/ericw-tools.py new file mode 100644 index 00000000..4b932dec --- /dev/null +++ b/docs/ericw-tools.py @@ -0,0 +1,68 @@ +from sphinx.application import Sphinx +from sphinx import addnodes +import re + +keyvalue_regex = re.compile(r'"([^"]+)" "([^"]+)"') +''' +given '"abc" "def"' extracts abc, def as two capture groups +''' + +def parse_epair(env, sig: str, signode) -> str: + ''' + parses a directive signature like:: + + .. worldspawn-key: "light" "n" + + description here + + and returns 'light' as the object name (for use in the help index). + ''' + m = keyvalue_regex.match(sig) + + if not m: + signode += addnodes.desc_name(sig, sig) + return sig + + name, args = m.groups() + + signode += addnodes.desc_name(name, name) + signode += addnodes.desc_sig_literal_string(text=' ') + signode += addnodes.desc_sig_literal_string(text=args) + + return name + + +def setup(app: Sphinx): + app.add_object_type( + directivename='worldspawn-key', + rolename='worldspawn-key', + indextemplate='pair: %s; worldspawn key', + parse_node=parse_epair, + ) + app.add_object_type( + directivename='bmodel-key', + rolename='bmodel-key', + indextemplate='pair: %s; bmodel key', + parse_node=parse_epair, + ) + app.add_object_type( + directivename='light-key', + rolename='light-key', + indextemplate='pair: %s; light entity key', + parse_node=parse_epair, + ) + app.add_object_type( + directivename='classname', + rolename='classname', + indextemplate='pair: %s; classname', + ) + app.add_object_type( + directivename='other-key', + rolename='other-key', + indextemplate='pair: %s; other entity key', + ) + app.add_object_type( + directivename='texture', + rolename='texture', + indextemplate='pair: %s; texture name', + ) diff --git a/docs/light.rst b/docs/light.rst index b49a3dfe..8411ba14 100644 --- a/docs/light.rst +++ b/docs/light.rst @@ -193,138 +193,173 @@ Worldspawn Keys The following keys can be added to the *worldspawn* entity: -"light" "n" \| "_minlight" "n" +.. worldspawn-key:: "light" "n" + "_minlight" "n" + Set a global minimum light level of "n" across the whole map. This is an easy way to eliminate completely dark areas of the level, however you may lose some contrast as a result, so use with care. Default 0. -"_minlight_color" "r g b" \| "_mincolor" "r g b" +.. worldspawn-key:: "_minlight_color" "r g b" + "_mincolor" "r g b" + Specify red(r), green(g) and blue(b) components for the colour of the minlight. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255"). -"_dist" "n" +.. worldspawn-key:: "_dist" "n" + Scales the fade distance of all lights by a factor of n. If n > 1 lights fade more quickly with distance and if n < 1, lights fade more slowly with distance and light reaches further. -"_range" "n" +.. worldspawn-key:: "_range" "n" + Scales the brightness range of all lights without affecting their fade discance. Values of n > 0.5 makes lights brighter and n < 0.5 makes lights less bright. The same effect can be achieved on individual lights by adjusting both the "light" and "wait" attributes. -"_sunlight" "n" +.. worldspawn-key:: "_sunlight" "n" + Set the brightness of the sunlight coming from an unseen sun in the sky. Sky brushes (or more accurately bsp leafs with sky contents) will emit sunlight at an angle specified by the "_sun_mangle" key. Default 0. -"_anglescale" "n" \| "_anglesense" "n" +.. worldspawn-key:: "_anglescale" "n" + "_anglesense" "n" + Set the scaling of sunlight brightness due to the angle of incidence with a surface (more detailed explanation in the "_anglescale" light entity key below). -"_sunlight_mangle" "yaw pitch roll" \| "_sun_mangle" "yaw pitch roll" +.. worldspawn-key:: "_sunlight_mangle" "yaw pitch roll" + "_sun_mangle" "yaw pitch roll" + Specifies the direction of sunlight using yaw, pitch and roll in degrees. Yaw specifies the angle around the Z-axis from 0 to 359 degrees and pitch specifies the angle from 90 (shining straight up) to -90 (shining straight down from above). Roll has no effect, so use any value (e.g. 0). Default is straight down ("0 -90 0"). -"_sunlight_penumbra" "n" +.. worldspawn-key:: "_sunlight_penumbra" "n" + Specifies the penumbra width, in degrees, of sunlight. Useful values are 3-4 for a gentle soft edge, or 10-20+ for more diffuse sunlight. Default is 0. -"_sunlight_color" "r g b" +.. worldspawn-key:: "_sunlight_color" "r g b" + Specify red(r), green(g) and blue(b) components for the colour of the sunlight. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255"). -"_sunlight2" "n" +.. worldspawn-key:: "_sunlight2" "n" + Set the brightness of a dome of lights arranged around the upper hemisphere. (i.e. ambient light, coming from above the horizon). Default 0. -"_sunlight_color2" "r g b" \| "_sunlight2_color" "r g b" +.. worldspawn-key:: "_sunlight_color2" "r g b" + "_sunlight2_color" "r g b" + Specifies the colour of \_sunlight2, same format as "_sunlight_color". Default is white light ("255 255 255"). -"_sunlight3" "n" +.. worldspawn-key:: "_sunlight3" "n" + Same as "_sunlight2", but for the bottom hemisphere (i.e. ambient light, coming from below the horizon). Combine "_sunlight2" and "_sunlight3" to have light coming equally from all directions, e.g. for levels floating in the clouds. Default 0. -"_sunlight_color3" "r g b" \| "_sunlight3_color" "r g b" +.. worldspawn-key:: "_sunlight_color3" "r g b" + "_sunlight3_color" "r g b" + Specifies the colour of "_sunlight3". Default is white light ("255 255 255"). -"_dirt" "n" +.. worldspawn-key:: "_dirt" "n" + 1 enables dirtmapping (ambient occlusion) on all lights, borrowed from q3map2. This adds shadows to corners and crevices. You can override the global setting for specific lights with the "_dirt" light entity key or "_sunlight_dirt", "_sunlight2_dirt", and "_minlight_dirt" worldspawn keys. Default is no dirtmapping (-1). -"_sunlight_dirt" "n" +.. worldspawn-key:: "_sunlight_dirt" "n" + 1 enables dirtmapping (ambient occlusion) on sunlight, -1 to disable (making it illuminate the dirtmapping shadows). Default is to use the value of "_dirt". -"_sunlight2_dirt" "n" +.. worldspawn-key:: "_sunlight2_dirt" "n" + 1 enables dirtmapping (ambient occlusion) on sunlight2/3, -1 to disable. Default is to use the value of "_dirt". -"_minlight_dirt" "n" +.. worldspawn-key:: "_minlight_dirt" "n" + 1 enables dirtmapping (ambient occlusion) on minlight, -1 to disable. Default is to use the value of "_dirt". -"_dirtmode" "n" +.. worldspawn-key:: "_dirtmode" "n" + Choose between ordered (0, default) and randomized (1) dirtmapping. -"_dirtdepth" "n" +.. worldspawn-key:: "_dirtdepth" "n" + Maximum depth of occlusion checking for dirtmapping, default 128. -"_dirtscale" "n" +.. worldspawn-key:: "_dirtscale" "n" + Scale factor used in dirt calculations, default 1. Lower values (e.g. 0.5) make the dirt fainter, 2.0 would create much darker shadows. -"_dirtgain" "n" +.. worldspawn-key:: "_dirtgain" "n" + Exponent used in dirt calculation, default 1. Lower values (e.g. 0.5) make the shadows darker and stretch further away from corners. -"_dirtangle" "n" +.. worldspawn-key:: "_dirtangle" "n" + Cone angle in degrees for occlusion testing, default 88. Allowed range 1-90. Lower values can avoid unwanted dirt on arches, pipe interiors, etc. -"_gamma" "n" +.. worldspawn-key:: "_gamma" "n" + Adjust brightness of final lightmap. Default 1, >1 is brighter, <1 is darker. -"_lightmap_scale" "n" +.. worldspawn-key:: "_lightmap_scale" "n" + Forces all surfaces+submodels to use this specific lightmap scale. Removes "LMSHIFT" field. -"_bounce" "n" +.. worldspawn-key:: "_bounce" "n" + 1 enables bounce lighting, disabled by default. -"_bouncescale" "n" +.. worldspawn-key:: "_bouncescale" "n" + Scales brightness of bounce lighting, default 1. -"_bouncecolorscale" "n" +.. worldspawn-key:: "_bouncecolorscale" "n" + Weight for bounce lighting to use texture colors from the map: 0=ignore map textures (default), 1=multiply bounce light color by texture color. -"_bouncestyled" "n" +.. worldspawn-key:: "_bouncestyled" "n" + 1 makes styled lights bounce (e.g. flickering or switchable lights), default is 0, they do not bounce. -"_spotlightautofalloff" "n" +.. worldspawn-key:: "_spotlightautofalloff" "n" + When set to 1, spotlight falloff is calculated from the distance to the targeted info_null. Ignored when "_falloff" is not 0. Default 0. @@ -336,36 +371,45 @@ The following keys can be used on any entity with a brush model. "_phong_angle_concave", "_shadow", "_bounce" are supported on func_detail/func_group as well, if qbsp from these tools is used. -"_minlight" "n" +.. bmodel-key:: "_minlight" "n" + Set the minimum light level for any surface of the brush model. Default 0. -"_minlight_exclude" "texname" +.. bmodel-key:: "_minlight_exclude" "texname" + Faces with the given texture are excluded from receiving minlight on this brush model. -"_minlight_color" "r g b" \| "_mincolor" "r g b" +.. bmodel-key:: "_minlight_color" "r g b" + "_mincolor" "r g b" + Specify red(r), green(g) and blue(b) components for the colour of the minlight. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255"). -"_shadow" "n" +.. bmodel-key:: "_shadow" "n" + If n is 1, this model will cast shadows on other models and itself (i.e. "_shadow" implies "_shadowself"). Note that this doesn't magically give Quake dynamic lighting powers, so the shadows will not move if the model moves. Set to -1 on func_detail/func_group to prevent them from casting shadows. Default 0. -"_shadowself" "n" \| "_selfshadow" "n" +.. bmodel-key:: "_shadowself" "n" + "_selfshadow" "n" + If n is 1, this model will cast shadows on itself if one part of the model blocks the light from another model surface. This can be a better compromise for moving models than full shadowing. Default 0. -"_shadowworldonly" "n" +.. bmodel-key:: "_shadowworldonly" "n" + If n is 1, this model will cast shadows on the world only (not other bmodels). -"_switchableshadow" "n" +.. bmodel-key:: "_switchableshadow" "n" + If n is 1, this model casts a shadow that can be switched on/off using QuakeC. To make this work, a lightstyle is automatically assigned and stored in a key called "switchshadstyle", which the @@ -374,21 +418,24 @@ func_detail/func_group as well, if qbsp from these tools is used. targetname, and with "_switchableshadow" set to 1, will share the same lightstyle. -These models are only able to block style 0 light (i.e., non-flickering -or switchable lights). Flickering or switchable lights will shine -through the switchable shadow casters, regardless of whether the shadow -is off or on. + These models are only able to block style 0 light (i.e., non-flickering + or switchable lights). Flickering or switchable lights will shine + through the switchable shadow casters, regardless of whether the shadow + is off or on. + +.. bmodel-key:: "_dirt" "n" -"_dirt" "n" For brush models, -1 prevents dirtmapping on the brush model. Useful if the bmodel touches or sticks into the world, and you want to prevent those areas from turning black. Default 0. -"_phong" "n" +.. bmodel-key:: "_phong" "n" + 1 enables phong shading on this model with a default \_phong_angle of 89 (softens columns etc). -"_phong_angle" "n" +.. bmodel-key:: "_phong_angle" "n" + Enables phong shading on faces of this model with a custom angle. Adjacent faces with normals this many degrees apart (or less) will be smoothed. Consider setting "_anglescale" to "1" on lights or @@ -397,7 +444,8 @@ is off or on. the lightmap for previewing (use "r_lightmap 1" or "gl_lightmaps 1" in your engine to preview.) -"_phong_angle_concave" "n" +.. bmodel-key:: "_phong_angle_concave" "n" + Optional key for setting a different angle threshold for concave joints. A pair of faces will either use "_phong_angle" or "_phong_angle_concave" as the smoothing threshold, depending on @@ -409,11 +457,13 @@ is off or on. 1 degree apart, almost a flat plane.) If it's 0 or unset, the same value as "_phong_angle" is used. -"_lightignore" "n" +.. bmodel-key:: "_lightignore" "n" + 1 makes a model receive minlight only, ignoring all lights / sunlight. Could be useful on rotators / trains. -"_bounce" "n" +.. bmodel-key:: "_bounce" "n" + Set to -1 to prevent this model from bouncing light (i.e. prevents its brushes from emitting bounced light they receive from elsewhere.) Only has an effect if "_bounce" is enabled in worldspawn. @@ -425,93 +475,110 @@ Light entity keys can be used in any entity with a classname starting with the first five letters "light". E.g. "light", "light_globe", "light_flame_small_yellow", etc. -"light" "n" +.. light-key:: "light" "n" + Set the light intensity. Negative values are also allowed and will cause the entity to subtract light cast by other entities. Default 300. -"wait" "n" +.. light-key:: "wait" "n" + Scale the fade distance of the light by "n". Values of n > 1 make the light fade more quickly with distance, and values < 1 make the light fade more slowly (and thus reach further). Default 1. -"delay" "n" +.. light-key:: "delay" "n" + Select an attenuation formaula for the light: -:: + :: - 0 => Linear attenuation (default) - 1 => 1/x attenuation - 2 => 1/(x^2) attenuation - 3 => No attenuation (same brightness at any distance) - 4 => "local minlight" - No attenuation and like minlight, - it won't raise the lighting above it's light value. - Unlike minlight, it will only affect surfaces within - line of sight of the entity. - 5 => 1/(x^2) attenuation, but slightly more attenuated and - without the extra bright effect that "delay 2" has - near the source. + 0 => Linear attenuation (default) + 1 => 1/x attenuation + 2 => 1/(x^2) attenuation + 3 => No attenuation (same brightness at any distance) + 4 => "local minlight" - No attenuation and like minlight, + it won't raise the lighting above it's light value. + Unlike minlight, it will only affect surfaces within + line of sight of the entity. + 5 => 1/(x^2) attenuation, but slightly more attenuated and + without the extra bright effect that "delay 2" has + near the source. + +.. light-key:: "_falloff" "n" -"_falloff" "n" Sets the distance at which the light drops to 0, in map units. -In this mode, "wait" is ignored and "light" only controls the brightness -at the center of the light, and no longer affects the falloff distance. + In this mode, "wait" is ignored and "light" only controls the brightness + at the center of the light, and no longer affects the falloff distance. -Only supported on linear attenuation (delay 0) lights currently. + Only supported on linear attenuation (delay 0) lights currently. + +.. light-key:: "_color" "r g b" -"_color" "r g b" Specify red(r), green(g) and blue(b) components for the colour of the light. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255"). -"target" "name" +.. light-key:: "target" "name" + Turns the light into a spotlight, with the direction of light being towards another entity with it's "targetname" key set to "name". -"mangle" "yaw pitch roll" +.. light-key:: "mangle" "yaw pitch roll" + Turns the light into a spotlight and specifies the direction of light using yaw, pitch and roll in degrees. Yaw specifies the angle around the Z-axis from 0 to 359 degrees and pitch specifies the angle from 90 (straight up) to -90 (straight down). Roll has no effect, so use any value (e.g. 0). Often easier than the "target" method. -"angle" "n" +.. light-key:: "angle" "n" + Specifies the angle in degrees for a spotlight cone. Default 40. -"_softangle" "n" +.. light-key:: "_softangle" "n" + Specifies the angle in degrees for an inner spotlight cone (must be less than the "angle" cone. Creates a softer transition between the full brightness of the inner cone to the edge of the outer cone. Default 0 (disabled). -"targetname" "name" +.. light-key:: "targetname" "name" + Turns the light into a switchable light, toggled by another entity targeting it's name. -"style" "n" +.. light-key:: "style" "n" + Set the animated light style. Default 0. -"_anglescale" "n" \| "_anglesense" "n" +.. light-key:: "_anglescale" "n" + "_anglesense" "n" + Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. *n* must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5. -"_dirtscale" "n" \| "_dirtgain" "n" +.. light-key:: "_dirtscale" "n" + "_dirtgain" "n" + Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section. -"_dirt" "n" +.. light-key:: "_dirt" "n" + Overrides the worldspawn setting of "_dirt" for this particular light. -1 to disable dirtmapping (ambient occlusion) for this light, making it illuminate the dirtmapping shadows. 1 to enable ambient occlusion for this light. Default is to defer to the worldspawn setting. -"_deviance" "n" +.. light-key:: "_deviance" "n" + Split up the light into a sphere of randomly positioned lights within radius "n" (in world units). Useful to give shadows a wider penumbra. "_samples" specifies the number of lights in the sphere. The "light" @@ -519,83 +586,95 @@ Only supported on linear attenuation (delay 0) lights currently. linear and non-additive minlight) to attempt to keep the brightness equal. Default is 0, do not split up lights. -"_samples" "n" +.. light-key:: "_samples" "n" + Number of lights to use for "_deviance". Default 16 (only used if "_deviance" is set). -"_surface" "texturename" +.. light-key:: "_surface" "texturename" + Makes surfaces with the given texture name emit light, by using this light as a template which is copied across those surfaces. Lights are spaced about 128 units (though possibly closer due to bsp splitting) apart and positioned 2 units above the surfaces. -"_surface_offset" "n" +.. light-key:: "_surface_offset" "n" + Controls the offset lights are placed above surfaces for "_surface". Default 2. -"_surface_spotlight" "n" +.. light-key:: "_surface_spotlight" "n" + For a surface light template (i.e. a light with "_surface" set), setting this to "1" makes each instance into a spotlight, with the direction of light pointing along the surface normal. In other words, it automatically sets "mangle" on each of the generated lights. -"_project_texture" "texture" +.. light-key:: "_project_texture" "texture" + Specifies that a light should project this texture. The texture must be used in the map somewhere. -"_project_mangle" "yaw pitch roll" +.. light-key:: "_project_mangle" "yaw pitch roll" + Specifies the yaw/pitch/roll angles for a texture projection (overriding mangle). -"_project_fov" "n" +.. light-key:: "_project_fov" "n" + Specifies the fov angle for a texture projection. Default 90. -"_bouncescale" "n" +.. light-key:: "_bouncescale" "n" + Scales the amount of light that is contributed by bounces. Default is 1.0, 0.0 disables bounce lighting for this light. -"_sun" "n" +.. light-key:: "_sun" "n" + Set to 1 to make this entity a sun, as an alternative to using the sunlight worldspawn keys. If the light targets an info_null entity, the direction towards that entity sets sun direction. The light itself is disabled, so it can be placed anywhere in the map. -The following light properties correspond to these sunlight settings: + The following light properties correspond to these sunlight settings: -:: + :: - light => _sunlight - mangle => _sunlight_mangle - deviance => _sunlight_penumbra - _color => _sunlight_color - _dirt => _sunlight_dirt - _anglescale => _anglescale - style => flicker style for styled sunlight - targetname => targetname for switchable sunlight - _suntexture => this sunlight is only emitted from faces with this texture name + light => _sunlight + mangle => _sunlight_mangle + deviance => _sunlight_penumbra + _color => _sunlight_color + _dirt => _sunlight_dirt + _anglescale => _anglescale + style => flicker style for styled sunlight + targetname => targetname for switchable sunlight + _suntexture => this sunlight is only emitted from faces with this texture name + +.. light-key:: "_sunlight2" "n" -"_sunlight2" "n" Set to 1 to make this entity control the upper dome lighting emitted from sky faces, as an alternative to the worldspawn key "_sunlight2". The light entity itself is disabled, so it can be placed anywhere in the map. -The following light properties correspond to these sunlight settings: + The following light properties correspond to these sunlight settings: -:: + :: - light => _sunlight2 - _color => _sunlight2_color - _dirt => _sunlight2_dirt - _anglescale => _anglescale - style => flicker style for styled dome light - targetname => targetname for switchable sunlight - _suntexture => this sunlight is only emitted from faces with this texture name + light => _sunlight2 + _color => _sunlight2_color + _dirt => _sunlight2_dirt + _anglescale => _anglescale + style => flicker style for styled dome light + targetname => targetname for switchable sunlight + _suntexture => this sunlight is only emitted from faces with this texture name + +.. light-key:: "_sunlight3" "n" -"_sunlight3" "n" Same as "_sunlight2", but for the lower hemisphere. -"_nostaticlight" "n" +.. light-key:: "_nostaticlight" "n" + Set to 1 to make the light compiler ignore this entity (prevents it from casting any light). e.g. could be useful with rtlights. diff --git a/docs/qbsp.rst b/docs/qbsp.rst index a386f0a9..496d3f69 100644 --- a/docs/qbsp.rst +++ b/docs/qbsp.rst @@ -232,62 +232,63 @@ The contents inside a brush depend on the texture name(s) assigned to it. By default brush contents are solid unless they have a special name. -Names beginning with an asterisk are liquids. A prefix of *\*slime* -indicates slime, *\*lava* is for lava and anything else beginning with -*\** will have contents as water. - All faces of a brush must have textures which indicate the same contents. Mixed content types will cause qbsp to print an error and exit. -skip -^^^^ +.. texture:: *slime + *lava + * -Any surfaces assigned a texture name of *skip* will be compiled into the -bsp as invisible surfaces. Solid surfaces will still be solid (e.g. the -play can't walk or shoot through them) but they will not be drawn. -Water, slime and lava surfaces can be made invisible using the texture -names *\*waterskip*, *\*slimeskip* and *\*lavaskip* respectively. + Names beginning with an asterisk are liquids. A prefix of *\*slime* + indicates slime, *\*lava* is for lava and anything else beginning with + *\** will have contents as water. -hint -^^^^ +.. texture:: skip -Hint surfaces cause a bsp split and portal to be generated the on the -surface plane, after which they are removed from the final bsp - they -are neither visible, nor structural. Strategic placement of hint -surfaces can be used by a map author to optimise the PVS calculations so -as to limit overdraw by the engine (see also: **vis**\ (1)). + Any surfaces assigned a texture name of *skip* will be compiled into the + bsp as invisible surfaces. Solid surfaces will still be solid (e.g. the + play can't walk or shoot through them) but they will not be drawn. + Water, slime and lava surfaces can be made invisible using the texture + names *\*waterskip*, *\*slimeskip* and *\*lavaskip* respectively. -Use a texture with the name *hintskip* on any surfaces of a hint brush -which you don't want to generate bsp splits or portals. All surfaces of -a hint brush must use either the *hint* or *hintskip* texture name. +.. texture:: hint -origin -^^^^^^ + Hint surfaces cause a bsp split and portal to be generated the on the + surface plane, after which they are removed from the final bsp - they + are neither visible, nor structural. Strategic placement of hint + surfaces can be used by a map author to optimise the PVS calculations so + as to limit overdraw by the engine (see also: **vis**\ (1)). -An origin brush (all faces textured with "origin") can be added to a -brush entity (but not detail or compiler-internal entities like -func_group). Doing so causes all of the brushes in the brush entitiy to -be translated so the center of the origin brush lines up with 0 0 0. The -entity key "origin" is then automatically set on the brush entity to the -original cooridnates of the center of the "origin" brush before it was -translated to 0 0 0. + Use a texture with the name *hintskip* on any surfaces of a hint brush + which you don't want to generate bsp splits or portals. All surfaces of + a hint brush must use either the *hint* or *hintskip* texture name. -In Hexen 2, origin brushes are the native way of marking the center -point of the rotation axis for rotating entities. +.. texture:: origin -In Quake, origin brushes can be used to make some map hacks easier to -set up that would otherwise require placing brushes at the world origin -and entering an "origin" value by hand. + An origin brush (all faces textured with "origin") can be added to a + brush entity (but not detail or compiler-internal entities like + func_group). Doing so causes all of the brushes in the brush entitiy to + be translated so the center of the origin brush lines up with 0 0 0. The + entity key "origin" is then automatically set on the brush entity to the + original cooridnates of the center of the "origin" brush before it was + translated to 0 0 0. -Note that, unlike the Hipnotic rotation support in QBSP, using origin -brushes does not cause the model bounds to be expanded. (With Hipnotic -rotation this was to ensure that the model is not vis culled, regardless -of its rotated angle.) Origin brushes are useful for more than just -rotation, and doing this bounds expansion would break some use cases, so -if you're going to rotate a model with an origin brush you might need to -expand the bounds of it a bit using clip brushes so it doesn't get vis -culled. + In Hexen 2, origin brushes are the native way of marking the center + point of the rotation axis for rotating entities. + + In Quake, origin brushes can be used to make some map hacks easier to + set up that would otherwise require placing brushes at the world origin + and entering an "origin" value by hand. + + Note that, unlike the Hipnotic rotation support in QBSP, using origin + brushes does not cause the model bounds to be expanded. (With Hipnotic + rotation this was to ensure that the model is not vis culled, regardless + of its rotated angle.) Origin brushes are useful for more than just + rotation, and doing this bounds expansion would break some use cases, so + if you're going to rotate a model with an origin brush you might need to + expand the bounds of it a bit using clip brushes so it doesn't get vis + culled. External Map Prefab Support --------------------------- @@ -314,24 +315,29 @@ configure the final entity type. e.g. if you set "targetname" key on the "misc_external_map", or any other keys for "func_door". -\_external_map +.. other-key:: _external_map + Specifies the filename of the .map to import. -\_external_map_classname +.. other-key:: _external_map_classname + What entity you want the external map to turn in to. You can use internal qbsp entity types such as "func_detail", or a regular bmodel classname like "func_wall" or "func_door". -\_external_map_angles +.. other-key:: _external_map_angles + Rotation for the prefab, "pitch yaw roll" format. Assuming the exernal map is facing the +X axis, positive pitch is down. Yaw of 180, for example, would rotate it to face -X. -\_external_map_angle +.. other-key:: _external_map_angle + Short version of "_external_map_angles" for when you want to specify just a yaw rotation. -\_external_map_scale +.. other-key:: _external_map_scale + Scale factor for the prefab, defaults to 1. Either specify a single value or three scales, "x y z". @@ -405,46 +411,45 @@ processing the PRT2 file format. Detail Variants --------------- -func_detail_illusionary -^^^^^^^^^^^^^^^^^^^^^^^ +.. classname:: func_detail_illusionary -func_detail variant with no collision (players / monsters / gunfire) and -doesn't split world faces. Doesn't cast shadows unless enabled with -"_shadow" "1". Useful for hanging vines. Still creates BSP leafs, which -is unavoidable without a new .bsp file format. + func_detail variant with no collision (players / monsters / gunfire) and + doesn't split world faces. Doesn't cast shadows unless enabled with + "_shadow" "1". Useful for hanging vines. Still creates BSP leafs, which + is unavoidable without a new .bsp file format. -Intersecting func_detail_illusionary brushes don't clip each other; this -is intended to make trees/shrubs/foliage easier with "_mirrorinside" -"1". + Intersecting func_detail_illusionary brushes don't clip each other; this + is intended to make trees/shrubs/foliage easier with "_mirrorinside" + "1". -func_detail_wall -^^^^^^^^^^^^^^^^ +.. classname:: func_detail_wall -func_detail variant that doesn't split world faces. Useful for when you -want a decoration touching a floor or wall to not split the floor/wall -faces (you'll get some overdraw instead.) If it completely covers up a -world face, that face will get clipped away, so it's not suitable for -fence textures; see func_detail_fence instead. + func_detail variant that doesn't split world faces. Useful for when you + want a decoration touching a floor or wall to not split the floor/wall + faces (you'll get some overdraw instead.) If it completely covers up a + world face, that face will get clipped away, so it's not suitable for + fence textures; see func_detail_fence instead. -Intersecting func_detail_wall brushes don't clip each other. + Intersecting func_detail_wall brushes don't clip each other. -func_detail_fence -^^^^^^^^^^^^^^^^^ +.. classname:: func_detail_fence -Similar to func_detail_wall except it's suitable for fence textures, -never clips away world faces. Useful for fences, grates, etc., that are -solid and block gunfire. + Similar to func_detail_wall except it's suitable for fence textures, + never clips away world faces. Useful for fences, grates, etc., that are + solid and block gunfire. -Intersecting func_detail_fence brushes don't clip each other. + Intersecting func_detail_fence brushes don't clip each other. Model Entity Keys ----------------- -"_lmscale" "n" +.. bmodel-key:: "_lmscale" "n" + Generates an LMSHIFT bspx lump for use by a light util. Note that both scaled and unscaled lighting will normally be used. -"_mirrorinside" "n" +.. bmodel-key:: "_mirrorinside" "n" + 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) @@ -452,18 +457,17 @@ Model Entity Keys Other Special-Purpose Entities ------------------------------ -func_illusionary_visblocker -^^^^^^^^^^^^^^^^^^^^^^^^^^^ +.. classname:: func_illusionary_visblocker -For creating vis-blocking illusionary brushes (similar to -"func_detail_illusionary" or "func_illusionary". The player can walk -through them.) This gives the same effect as water brushes when the -"-notranswater" flag is used, except the interior of these brushes are -saved as CONTENTS_EMPTY. One thing to be aware of is, if the player's -view is very close to the faces of these brushes, they might be able to -see into the void (depending on the engine). Fitzquake family engines -have a workaround for this that is enabled if the brushes are textured -with a water texture ("*" prefix). + For creating vis-blocking illusionary brushes (similar to + "func_detail_illusionary" or "func_illusionary". The player can walk + through them.) This gives the same effect as water brushes when the + "-notranswater" flag is used, except the interior of these brushes are + saved as CONTENTS_EMPTY. One thing to be aware of is, if the player's + view is very close to the faces of these brushes, they might be able to + see into the void (depending on the engine). Fitzquake family engines + have a workaround for this that is enabled if the brushes are textured + with a water texture ("*" prefix). Map Compatibility -----------------