docs: update light docs

This commit is contained in:
Eric Wasylishen 2016-03-06 00:27:34 -07:00
parent 34858ed243
commit c61ab264c7
1 changed files with 12 additions and 2 deletions

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@ -127,7 +127,7 @@ below).
.IP "\fB""_sunlight_mangle"" ""x y z""\fP | \fB""_sun_mangle"" ""x y z""\fP"
Specifies the direction of sunlight using yaw(x), pitch(y) and roll(z) 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
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").
@ -198,7 +198,9 @@ Adjust brightness of final lightmap. Default 1, >1 is brighter, <1 is darker.
.SS "Model Entity Keys"
.PP
The following keys can be used on any entity with a brush model:
The following keys can be used on any entity with a brush model.
"_minlight", "_dirt", "_phong", and "_phong_angle" are supported on func_detail/func_group as well, if
qbsp from these tools is used.
.IP "\fB""_minlight"" ""n""\fP"
Set the minimum light level for any surface of the brush model. Default 0.
@ -225,6 +227,14 @@ For brush models, -1 prevents dirtmapping on the brush model. Useful it the
bmodel touches or sticks into the world, and you want to those ares from
turning black. Default 0.
.IP "\fB""_phong"" ""n""\fP"
1 enables phong shading on this model with a default _phong_angle of 89 (softens columns etc).
.IP "\fB""_phong_angle"" ""n""\fP"
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 worldspawn to make the effect of phong shading more visible.
Use the "-phongdebug" command-line flag to save the interpolated normals to the lightmap for previewing (use "r_lightmap 1" or "gl_lightmaps 1" in your engine to preview.)
.SH "LIGHT ENTITY KEYS"