docs: reorganize light manual

This commit is contained in:
MaxED 2017-08-27 14:07:30 -06:00 committed by Eric Wasylishen
parent d195c0bd2a
commit ca7bfc62db
1 changed files with 39 additions and 26 deletions

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@ -22,7 +22,9 @@ Note, any of the Worldspawn Keys listed in the next
section can be supplied as command-line options, which will override any
setting in worldspawn.
.br
.br
.SS "Performance options:"
.IP "\fB\-threads n\fP"
Set number of threads explicitly. By default light will attempt to detect the
number of CPUs/cores available.
@ -31,16 +33,28 @@ Calculate extra samples (2x2) and average the results for smoother shadows.
.IP "\fB\-extra4\fP"
Calculate even more samples (4x4) and average the results for smoother
shadows.
.IP "\fB\-addmin\fP"
Changes the behaviour of \fIminlight\fP. Instead of increasing low
light levels to the global minimum, add the global minimum light level
to all style 0 lightmaps. This may help reducing the sometimes
uniform minlight effect.
.IP "\fB\-gate n\fP"
Set a minimum light level, below which can be considered zero brightness.
This can dramatically speed up processing when there are large numbers of
lights with inverse or inverse square falloff. In most cases, values less than
1.0 will cause no discernable visual differences. Default 0.001.
.IP "\fB\-sunsamples [n]\fP"
Set the number of samples to use for "_sunlight_penumbra" and "_sunlight2" (sunlight2 may use more or less because of how the suns are set up in a sphere). Default 100.
.IP "\fB\-surflight_subdivide [n]\fP"
Configure spacing of all surface lights. Default 128 units. Minimum setting: 64 / max 2048.
In the future I'd like to make this configurable per-surface-light.
.br
.SS "Output format options:"
.IP "\fB\-lit\fP"
Force generation of a .lit file, even if your map does not have any coloured
lights. By default, light will automatically generate the .lit file when
needed.
.IP "\fB\-onlyents\fP"
Updates the entities lump in the bsp. You should run this after running qbsp with -onlyents,
if your map uses any switchable lights. All this does is assign style numbers to each
switchable light.
.br
.SS "Postprocessing options:"
.IP "\fB\-soft [n]\fP"
Perform post-processing on the lightmap which averages adjacent samples to
smooth shadow edges. If n is specified, the algorithm will take 'n' samples
@ -50,26 +64,31 @@ original sample. 2 implies a 5x5 square and so on. If \-soft is specified, but
n is omitted, a value will be the level of oversampling requested. If no
oversampling, then the implied value is 1. \-extra implies a value of 2 and
\-extra4 implies 3. Default 0 (off).
.IP "\fB\-lit\fP"
Force generation of a .lit file, even if your map does not have any coloured
lights. By default, light will automatically generate the .lit file when
needed.
.br
.SS "Debug modes:"
.IP "\fB\-dirtdebug\fP"
Implies "-dirt", and renders just the dirtmap against a fullbright background,
ignoring all lights in the map. Useful for previewing and turning the dirt settings.
.IP "\fB\-lux\fP"
Generate a .lux file storing average incoming light directions for surfaces. Usable by FTEQW with "r_deluxemapping 1"
.IP "\fB\-surflight_subdivide [n]\fP"
Configure spacing of all surface lights. Default 128 units. Minimum setting: 64 / max 2048.
In the future I'd like to make this configurable per-surface-light.
.IP "\fB\-onlyents\fP"
Updates the entities lump in the bsp. You should run this after running qbsp with -onlyents,
if your map uses any switchable lights. All this does is assign style numbers to each
switchable light.
.IP "\fB\-sunsamples [n]\fP"
Set the number of samples to use for "_sunlight_penumbra" and "_sunlight2" (sunlight2 may use more or less because of how the suns are set up in a sphere). Default 100.
.IP "\fB\-phongdebug\fP"
Write normals to lit file for debugging phong shading.
.IP "\fB\-bouncedebug\fP"
Write bounced lighting only to the lightmap for debugging / previewing -bounce.
.IP "\fB\-surflight_dump\fP"
Saves the lights generated by surfacelights to a "mapname-surflights.map" file.
.IP "\fB\-novisapprox\fP"
Disable approximate visibility culling of lights, which has a small chance of introducing artifacts where lights cut off too soon.
.br
.SS "Experimental options:"
.IP "\fB\-addmin\fP"
Changes the behaviour of \fIminlight\fP. Instead of increasing low
light levels to the global minimum, add the global minimum light level
to all style 0 lightmaps. This may help reducing the sometimes
uniform minlight effect.
.IP "\fB\-lit2\fP"
Force generation of a .lit2 file, even if your map does not have any coloured
lights.
.IP "\fB\-lux\fP"
Generate a .lux file storing average incoming light directions for surfaces. Usable by FTEQW with "r_deluxemapping 1"
.IP "\fB\-lmscale n\fP"
Equivelent to "_lightmap_scale" worldspawn key.
.IP "\fB\-bspxlit\fP"
@ -78,12 +97,6 @@ Writes rgb data into the bsp itself.
Writes both rgb and directions data into the bsp itself.
.IP "\fB\-novanilla\fP
Fallback scaled lighting will be omitted. Standard grey lighting will be ommitted if there are coloured lights. Implies "-bspxlit". "-lit" will no longer be implied by the presence of coloured lights.
.IP "\fB\-phongdebug\fP"
Write normals to lit file for debugging phong shading.
.IP "\fB\-bouncedebug\fP"
Write bounced lighting only to the lightmap for debugging / previewing -bounce.
.IP "\fB\-novisapprox\fP"
Disable approximate visibility culling of lights, which has a small chance of introducing artifacts where lights cut off too soon.
.SH "MODEL ENTITY KEYS"