docs: add custom directives

This commit is contained in:
Eric Wasylishen 2023-02-16 17:25:34 -07:00
parent 2d292250c9
commit c4910a158f
4 changed files with 347 additions and 195 deletions

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@ -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.

68
docs/ericw-tools.py Normal file
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@ -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',
)

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@ -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.

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@ -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
-----------------