light: update -help text
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@ -722,8 +722,6 @@ static void PrintUsage()
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{
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printf("usage: light [options] mapname.bsp\n"
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"\n"
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"* = also a worldspawn key with underscore prefix; -light becomes \"_light\"\n"
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"\n"
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"Performance options:\n"
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" -threads n set the number of threads\n"
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" -extra 2x supersampling\n"
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@ -736,30 +734,7 @@ static void PrintUsage()
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" -lit write .lit file\n"
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" -onlyents only update entities\n"
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"\n"
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"Global options:\n"
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"* -light n sets global minlight level n\n"
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" -addmin additive minlight\n"
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"* -anglescale n set weight of cosine term, default 0.5, 1=realistic\n"
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" -anglesense n same as -anglescale n\n"
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"* -dist n scale fade distance of all lights, default 1\n"
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"* -range n scale brightness of all lights, default 0.5\n"
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" -phong n 0=disable phong shading\n"
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"\n"
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"Dirtmapping (ambient occlusion) options:\n"
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"* -dirt [n] enable global AO, 0=disable even if set in worldspawn\n"
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"* -dirtmode n 0=ordered (default), 1=random AO\n"
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"* -dirtdepth n distance for occlusion test, default 128\n"
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"* -dirtscale n scale factor for AO, default 1, higher values are darker\n"
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"* -dirtgain n exponent for AO, default 1, lower values are darker\n"
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"* -dirtangle n maximum angle for AO rays, default 88\n"
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"\n"
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"Bounce options:\n"
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"* -bounce [n] enables 1 bounce, 0=disable even if set in worldspawn\n"
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"* -bouncescale n scales brightness of bounce lighting, default 1\n"
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"* -bouncecolorscale n how much to use texture colors, 0=none (default), 1=full\n"
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"\n"
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"Postprocessing options:\n"
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"* -gamma n gamma correct final lightmap, default 1.0\n"
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" -soft [n] blurs the lightmap, n=blur radius in samples\n"
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"\n"
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"Debug modes:\n"
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@ -771,11 +746,40 @@ static void PrintUsage()
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"\n"
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"Experimental options:\n"
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" -lit2 write .lit2 file\n"
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"* -lmscale n change lightmap scale, vanilla engines only allow 16\n"
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" -lmscale n change lightmap scale, vanilla engines only allow 16\n"
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" -lux write .lux file\n"
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" -bspxlit writes rgb data into the bsp itself\n"
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" -bspx writes both rgb and directions data into the bsp itself\n"
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" -novanilla implies -bspxlit. don't write vanilla lighting\n");
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printf("\n");
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printf("Overridable worldspawn keys:\n");
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settingsdict_t dict = cfg_static.settings();
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for (const auto &s : dict.allSettings()) {
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printf(" ");
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for (int i=0; i<s->names().size(); i++) {
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const auto &name = s->names().at(i);
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printf("-%s ", name.c_str());
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if (dynamic_cast<lockable_vec_t *>(s)) {
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printf("[n] ");
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} else if (dynamic_cast<lockable_bool_t *>(s)) {
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printf("[0,1] ");
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} else if (dynamic_cast<lockable_vec3_t *>(s)) {
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printf("[n n n] ");
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} else if (dynamic_cast<lockable_string_t *>(s)) {
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printf("\"str\" ");
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} else {
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Q_assert_unreachable();
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}
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if ((i+1) < s->names().size()) {
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printf("| ");
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}
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}
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printf("\n");
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}
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}
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static bool ParseVec3Optional(vec3_t vec3_out, int *i_inout, int argc, const char **argv)
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