docs: add custom directives
This commit is contained in:
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@ -10,9 +10,9 @@
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# add these directories to sys.path here. If the directory is relative to the
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# documentation root, use os.path.abspath to make it absolute, like shown here.
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#
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# import os
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# import sys
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# sys.path.insert(0, os.path.abspath('.'))
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import os
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import sys
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sys.path.insert(0, os.path.abspath('.'))
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# -- Project information -----------------------------------------------------
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@ -25,6 +25,7 @@ project = 'ericw-tools'
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# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom
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# ones.
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extensions = [
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'ericw-tools'
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]
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# Add any paths that contain templates here, relative to this directory.
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@ -0,0 +1,68 @@
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from sphinx.application import Sphinx
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from sphinx import addnodes
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import re
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keyvalue_regex = re.compile(r'"([^"]+)" "([^"]+)"')
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'''
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given '"abc" "def"' extracts abc, def as two capture groups
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'''
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def parse_epair(env, sig: str, signode) -> str:
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'''
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parses a directive signature like::
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.. worldspawn-key: "light" "n"
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description here
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and returns 'light' as the object name (for use in the help index).
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'''
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m = keyvalue_regex.match(sig)
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if not m:
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signode += addnodes.desc_name(sig, sig)
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return sig
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name, args = m.groups()
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signode += addnodes.desc_name(name, name)
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signode += addnodes.desc_sig_literal_string(text=' ')
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signode += addnodes.desc_sig_literal_string(text=args)
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return name
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def setup(app: Sphinx):
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app.add_object_type(
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directivename='worldspawn-key',
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rolename='worldspawn-key',
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indextemplate='pair: %s; worldspawn key',
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parse_node=parse_epair,
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)
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app.add_object_type(
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directivename='bmodel-key',
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rolename='bmodel-key',
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indextemplate='pair: %s; bmodel key',
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parse_node=parse_epair,
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)
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app.add_object_type(
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directivename='light-key',
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rolename='light-key',
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indextemplate='pair: %s; light entity key',
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parse_node=parse_epair,
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)
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app.add_object_type(
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directivename='classname',
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rolename='classname',
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indextemplate='pair: %s; classname',
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)
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app.add_object_type(
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directivename='other-key',
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rolename='other-key',
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indextemplate='pair: %s; other entity key',
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)
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app.add_object_type(
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directivename='texture',
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rolename='texture',
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indextemplate='pair: %s; texture name',
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)
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295
docs/light.rst
295
docs/light.rst
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@ -193,138 +193,173 @@ Worldspawn Keys
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The following keys can be added to the *worldspawn* entity:
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"light" "n" \| "_minlight" "n"
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.. worldspawn-key:: "light" "n"
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"_minlight" "n"
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Set a global minimum light level of "n" across the whole map. This is
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an easy way to eliminate completely dark areas of the level, however
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you may lose some contrast as a result, so use with care. Default 0.
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"_minlight_color" "r g b" \| "_mincolor" "r g b"
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.. worldspawn-key:: "_minlight_color" "r g b"
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"_mincolor" "r g b"
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Specify red(r), green(g) and blue(b) components for the colour of the
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minlight. RGB component values are between 0 and 255 (between 0 and 1
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is also accepted). Default is white light ("255 255 255").
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"_dist" "n"
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.. worldspawn-key:: "_dist" "n"
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Scales the fade distance of all lights by a factor of n. If n > 1
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lights fade more quickly with distance and if n < 1, lights fade more
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slowly with distance and light reaches further.
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"_range" "n"
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.. worldspawn-key:: "_range" "n"
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Scales the brightness range of all lights without affecting their
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fade discance. Values of n > 0.5 makes lights brighter and n < 0.5
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makes lights less bright. The same effect can be achieved on
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individual lights by adjusting both the "light" and "wait"
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attributes.
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"_sunlight" "n"
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.. worldspawn-key:: "_sunlight" "n"
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Set the brightness of the sunlight coming from an unseen sun in the
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sky. Sky brushes (or more accurately bsp leafs with sky contents)
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will emit sunlight at an angle specified by the "_sun_mangle" key.
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Default 0.
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"_anglescale" "n" \| "_anglesense" "n"
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.. worldspawn-key:: "_anglescale" "n"
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"_anglesense" "n"
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Set the scaling of sunlight brightness due to the angle of incidence
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with a surface (more detailed explanation in the "_anglescale" light
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entity key below).
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"_sunlight_mangle" "yaw pitch roll" \| "_sun_mangle" "yaw pitch roll"
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.. worldspawn-key:: "_sunlight_mangle" "yaw pitch roll"
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"_sun_mangle" "yaw pitch roll"
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Specifies the direction of sunlight using yaw, pitch and roll in
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degrees. Yaw specifies the angle around the Z-axis from 0 to 359
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degrees and pitch specifies the angle from 90 (shining straight up)
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to -90 (shining straight down from above). Roll has no effect, so use
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any value (e.g. 0). Default is straight down ("0 -90 0").
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"_sunlight_penumbra" "n"
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.. worldspawn-key:: "_sunlight_penumbra" "n"
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Specifies the penumbra width, in degrees, of sunlight. Useful values
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are 3-4 for a gentle soft edge, or 10-20+ for more diffuse sunlight.
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Default is 0.
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"_sunlight_color" "r g b"
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.. worldspawn-key:: "_sunlight_color" "r g b"
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Specify red(r), green(g) and blue(b) components for the colour of the
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sunlight. RGB component values are between 0 and 255 (between 0 and 1
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is also accepted). Default is white light ("255 255 255").
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"_sunlight2" "n"
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.. worldspawn-key:: "_sunlight2" "n"
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Set the brightness of a dome of lights arranged around the upper
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hemisphere. (i.e. ambient light, coming from above the horizon).
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Default 0.
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"_sunlight_color2" "r g b" \| "_sunlight2_color" "r g b"
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.. worldspawn-key:: "_sunlight_color2" "r g b"
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"_sunlight2_color" "r g b"
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Specifies the colour of \_sunlight2, same format as
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"_sunlight_color". Default is white light ("255 255 255").
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"_sunlight3" "n"
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.. worldspawn-key:: "_sunlight3" "n"
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Same as "_sunlight2", but for the bottom hemisphere (i.e. ambient
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light, coming from below the horizon). Combine "_sunlight2" and
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"_sunlight3" to have light coming equally from all directions, e.g.
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for levels floating in the clouds. Default 0.
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"_sunlight_color3" "r g b" \| "_sunlight3_color" "r g b"
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.. worldspawn-key:: "_sunlight_color3" "r g b"
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"_sunlight3_color" "r g b"
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Specifies the colour of "_sunlight3". Default is white light ("255
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255 255").
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"_dirt" "n"
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.. worldspawn-key:: "_dirt" "n"
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1 enables dirtmapping (ambient occlusion) on all lights, borrowed
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from q3map2. This adds shadows to corners and crevices. You can
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override the global setting for specific lights with the "_dirt"
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light entity key or "_sunlight_dirt", "_sunlight2_dirt", and
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"_minlight_dirt" worldspawn keys. Default is no dirtmapping (-1).
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"_sunlight_dirt" "n"
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.. worldspawn-key:: "_sunlight_dirt" "n"
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1 enables dirtmapping (ambient occlusion) on sunlight, -1 to disable
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(making it illuminate the dirtmapping shadows). Default is to use the
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value of "_dirt".
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"_sunlight2_dirt" "n"
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.. worldspawn-key:: "_sunlight2_dirt" "n"
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1 enables dirtmapping (ambient occlusion) on sunlight2/3, -1 to
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disable. Default is to use the value of "_dirt".
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"_minlight_dirt" "n"
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.. worldspawn-key:: "_minlight_dirt" "n"
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1 enables dirtmapping (ambient occlusion) on minlight, -1 to disable.
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Default is to use the value of "_dirt".
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"_dirtmode" "n"
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.. worldspawn-key:: "_dirtmode" "n"
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Choose between ordered (0, default) and randomized (1) dirtmapping.
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"_dirtdepth" "n"
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.. worldspawn-key:: "_dirtdepth" "n"
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Maximum depth of occlusion checking for dirtmapping, default 128.
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"_dirtscale" "n"
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.. worldspawn-key:: "_dirtscale" "n"
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Scale factor used in dirt calculations, default 1. Lower values (e.g.
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0.5) make the dirt fainter, 2.0 would create much darker shadows.
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"_dirtgain" "n"
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.. worldspawn-key:: "_dirtgain" "n"
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Exponent used in dirt calculation, default 1. Lower values (e.g. 0.5)
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make the shadows darker and stretch further away from corners.
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"_dirtangle" "n"
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.. worldspawn-key:: "_dirtangle" "n"
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Cone angle in degrees for occlusion testing, default 88. Allowed
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range 1-90. Lower values can avoid unwanted dirt on arches, pipe
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interiors, etc.
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"_gamma" "n"
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.. worldspawn-key:: "_gamma" "n"
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Adjust brightness of final lightmap. Default 1, >1 is brighter, <1 is
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darker.
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"_lightmap_scale" "n"
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.. worldspawn-key:: "_lightmap_scale" "n"
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Forces all surfaces+submodels to use this specific lightmap scale.
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Removes "LMSHIFT" field.
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"_bounce" "n"
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.. worldspawn-key:: "_bounce" "n"
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1 enables bounce lighting, disabled by default.
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"_bouncescale" "n"
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.. worldspawn-key:: "_bouncescale" "n"
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Scales brightness of bounce lighting, default 1.
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"_bouncecolorscale" "n"
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.. worldspawn-key:: "_bouncecolorscale" "n"
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Weight for bounce lighting to use texture colors from the map:
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0=ignore map textures (default), 1=multiply bounce light color by
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texture color.
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"_bouncestyled" "n"
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.. worldspawn-key:: "_bouncestyled" "n"
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1 makes styled lights bounce (e.g. flickering or switchable lights),
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default is 0, they do not bounce.
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"_spotlightautofalloff" "n"
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.. worldspawn-key:: "_spotlightautofalloff" "n"
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When set to 1, spotlight falloff is calculated from the distance to
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the targeted info_null. Ignored when "_falloff" is not 0. Default 0.
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@ -336,36 +371,45 @@ The following keys can be used on any entity with a brush model.
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"_phong_angle_concave", "_shadow", "_bounce" are supported on
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func_detail/func_group as well, if qbsp from these tools is used.
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"_minlight" "n"
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.. bmodel-key:: "_minlight" "n"
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Set the minimum light level for any surface of the brush model.
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Default 0.
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"_minlight_exclude" "texname"
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.. bmodel-key:: "_minlight_exclude" "texname"
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Faces with the given texture are excluded from receiving minlight on
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this brush model.
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"_minlight_color" "r g b" \| "_mincolor" "r g b"
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.. bmodel-key:: "_minlight_color" "r g b"
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"_mincolor" "r g b"
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Specify red(r), green(g) and blue(b) components for the colour of the
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minlight. RGB component values are between 0 and 255 (between 0 and 1
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is also accepted). Default is white light ("255 255 255").
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"_shadow" "n"
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.. bmodel-key:: "_shadow" "n"
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If n is 1, this model will cast shadows on other models and itself
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(i.e. "_shadow" implies "_shadowself"). Note that this doesn't
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magically give Quake dynamic lighting powers, so the shadows will not
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move if the model moves. Set to -1 on func_detail/func_group to
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prevent them from casting shadows. Default 0.
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"_shadowself" "n" \| "_selfshadow" "n"
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.. bmodel-key:: "_shadowself" "n"
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"_selfshadow" "n"
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If n is 1, this model will cast shadows on itself if one part of the
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model blocks the light from another model surface. This can be a
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better compromise for moving models than full shadowing. Default 0.
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"_shadowworldonly" "n"
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.. bmodel-key:: "_shadowworldonly" "n"
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If n is 1, this model will cast shadows on the world only (not other
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bmodels).
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"_switchableshadow" "n"
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.. bmodel-key:: "_switchableshadow" "n"
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If n is 1, this model casts a shadow that can be switched on/off
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using QuakeC. To make this work, a lightstyle is automatically
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assigned and stored in a key called "switchshadstyle", which the
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@ -374,21 +418,24 @@ func_detail/func_group as well, if qbsp from these tools is used.
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targetname, and with "_switchableshadow" set to 1, will share the
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same lightstyle.
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These models are only able to block style 0 light (i.e., non-flickering
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or switchable lights). Flickering or switchable lights will shine
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through the switchable shadow casters, regardless of whether the shadow
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is off or on.
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These models are only able to block style 0 light (i.e., non-flickering
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or switchable lights). Flickering or switchable lights will shine
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through the switchable shadow casters, regardless of whether the shadow
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is off or on.
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.. bmodel-key:: "_dirt" "n"
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"_dirt" "n"
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For brush models, -1 prevents dirtmapping on the brush model. Useful
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if the bmodel touches or sticks into the world, and you want to
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prevent those areas from turning black. Default 0.
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"_phong" "n"
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.. bmodel-key:: "_phong" "n"
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1 enables phong shading on this model with a default \_phong_angle of
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89 (softens columns etc).
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"_phong_angle" "n"
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.. bmodel-key:: "_phong_angle" "n"
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Enables phong shading on faces of this model with a custom angle.
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Adjacent faces with normals this many degrees apart (or less) will be
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smoothed. Consider setting "_anglescale" to "1" on lights or
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@ -397,7 +444,8 @@ is off or on.
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the lightmap for previewing (use "r_lightmap 1" or "gl_lightmaps 1"
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in your engine to preview.)
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"_phong_angle_concave" "n"
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.. bmodel-key:: "_phong_angle_concave" "n"
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Optional key for setting a different angle threshold for concave
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joints. A pair of faces will either use "_phong_angle" or
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"_phong_angle_concave" as the smoothing threshold, depending on
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@ -409,11 +457,13 @@ is off or on.
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1 degree apart, almost a flat plane.) If it's 0 or unset, the same
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value as "_phong_angle" is used.
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"_lightignore" "n"
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.. bmodel-key:: "_lightignore" "n"
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1 makes a model receive minlight only, ignoring all lights /
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sunlight. Could be useful on rotators / trains.
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"_bounce" "n"
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.. bmodel-key:: "_bounce" "n"
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Set to -1 to prevent this model from bouncing light (i.e. prevents
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its brushes from emitting bounced light they receive from elsewhere.)
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Only has an effect if "_bounce" is enabled in worldspawn.
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@ -425,93 +475,110 @@ Light entity keys can be used in any entity with a classname starting
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with the first five letters "light". E.g. "light", "light_globe",
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"light_flame_small_yellow", etc.
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"light" "n"
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.. light-key:: "light" "n"
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Set the light intensity. Negative values are also allowed and will
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cause the entity to subtract light cast by other entities. Default
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300.
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"wait" "n"
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.. light-key:: "wait" "n"
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Scale the fade distance of the light by "n". Values of n > 1 make the
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light fade more quickly with distance, and values < 1 make the light
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fade more slowly (and thus reach further). Default 1.
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"delay" "n"
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.. light-key:: "delay" "n"
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Select an attenuation formaula for the light:
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::
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::
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0 => Linear attenuation (default)
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1 => 1/x attenuation
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2 => 1/(x^2) attenuation
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3 => No attenuation (same brightness at any distance)
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4 => "local minlight" - No attenuation and like minlight,
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it won't raise the lighting above it's light value.
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Unlike minlight, it will only affect surfaces within
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line of sight of the entity.
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5 => 1/(x^2) attenuation, but slightly more attenuated and
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without the extra bright effect that "delay 2" has
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near the source.
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0 => Linear attenuation (default)
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1 => 1/x attenuation
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2 => 1/(x^2) attenuation
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3 => No attenuation (same brightness at any distance)
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4 => "local minlight" - No attenuation and like minlight,
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it won't raise the lighting above it's light value.
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Unlike minlight, it will only affect surfaces within
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line of sight of the entity.
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5 => 1/(x^2) attenuation, but slightly more attenuated and
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without the extra bright effect that "delay 2" has
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near the source.
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.. light-key:: "_falloff" "n"
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"_falloff" "n"
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Sets the distance at which the light drops to 0, in map units.
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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.
|
||||
|
||||
|
|
|
|||
172
docs/qbsp.rst
172
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
|
||||
-----------------
|
||||
|
|
|
|||
Loading…
Reference in New Issue