docs: reorganize light manual
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man/light.1
65
man/light.1
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@ -22,7 +22,9 @@ Note, any of the Worldspawn Keys listed in the next
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section can be supplied as command-line options, which will override any
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setting in worldspawn.
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.br
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.br
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.SS "Performance options:"
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.IP "\fB\-threads n\fP"
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Set number of threads explicitly. By default light will attempt to detect the
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number of CPUs/cores available.
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@ -31,16 +33,28 @@ Calculate extra samples (2x2) and average the results for smoother shadows.
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.IP "\fB\-extra4\fP"
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Calculate even more samples (4x4) and average the results for smoother
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shadows.
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.IP "\fB\-addmin\fP"
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Changes the behaviour of \fIminlight\fP. Instead of increasing low
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light levels to the global minimum, add the global minimum light level
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to all style 0 lightmaps. This may help reducing the sometimes
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uniform minlight effect.
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.IP "\fB\-gate n\fP"
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Set a minimum light level, below which can be considered zero brightness.
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This can dramatically speed up processing when there are large numbers of
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lights with inverse or inverse square falloff. In most cases, values less than
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1.0 will cause no discernable visual differences. Default 0.001.
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.IP "\fB\-sunsamples [n]\fP"
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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.
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.IP "\fB\-surflight_subdivide [n]\fP"
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Configure spacing of all surface lights. Default 128 units. Minimum setting: 64 / max 2048.
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In the future I'd like to make this configurable per-surface-light.
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.br
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.SS "Output format options:"
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.IP "\fB\-lit\fP"
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Force generation of a .lit file, even if your map does not have any coloured
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lights. By default, light will automatically generate the .lit file when
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needed.
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.IP "\fB\-onlyents\fP"
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Updates the entities lump in the bsp. You should run this after running qbsp with -onlyents,
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if your map uses any switchable lights. All this does is assign style numbers to each
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switchable light.
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.br
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.SS "Postprocessing options:"
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.IP "\fB\-soft [n]\fP"
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Perform post-processing on the lightmap which averages adjacent samples to
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smooth shadow edges. If n is specified, the algorithm will take 'n' samples
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@ -50,26 +64,31 @@ original sample. 2 implies a 5x5 square and so on. If \-soft is specified, but
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n is omitted, a value will be the level of oversampling requested. If no
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oversampling, then the implied value is 1. \-extra implies a value of 2 and
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\-extra4 implies 3. Default 0 (off).
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.IP "\fB\-lit\fP"
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Force generation of a .lit file, even if your map does not have any coloured
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lights. By default, light will automatically generate the .lit file when
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needed.
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.br
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.SS "Debug modes:"
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.IP "\fB\-dirtdebug\fP"
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Implies "-dirt", and renders just the dirtmap against a fullbright background,
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ignoring all lights in the map. Useful for previewing and turning the dirt settings.
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.IP "\fB\-lux\fP"
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Generate a .lux file storing average incoming light directions for surfaces. Usable by FTEQW with "r_deluxemapping 1"
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.IP "\fB\-surflight_subdivide [n]\fP"
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Configure spacing of all surface lights. Default 128 units. Minimum setting: 64 / max 2048.
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In the future I'd like to make this configurable per-surface-light.
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.IP "\fB\-onlyents\fP"
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Updates the entities lump in the bsp. You should run this after running qbsp with -onlyents,
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if your map uses any switchable lights. All this does is assign style numbers to each
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switchable light.
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.IP "\fB\-sunsamples [n]\fP"
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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.
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.IP "\fB\-phongdebug\fP"
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Write normals to lit file for debugging phong shading.
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.IP "\fB\-bouncedebug\fP"
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Write bounced lighting only to the lightmap for debugging / previewing -bounce.
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.IP "\fB\-surflight_dump\fP"
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Saves the lights generated by surfacelights to a "mapname-surflights.map" file.
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.IP "\fB\-novisapprox\fP"
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Disable approximate visibility culling of lights, which has a small chance of introducing artifacts where lights cut off too soon.
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.br
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.SS "Experimental options:"
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.IP "\fB\-addmin\fP"
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Changes the behaviour of \fIminlight\fP. Instead of increasing low
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light levels to the global minimum, add the global minimum light level
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to all style 0 lightmaps. This may help reducing the sometimes
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uniform minlight effect.
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.IP "\fB\-lit2\fP"
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Force generation of a .lit2 file, even if your map does not have any coloured
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lights.
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.IP "\fB\-lux\fP"
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Generate a .lux file storing average incoming light directions for surfaces. Usable by FTEQW with "r_deluxemapping 1"
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.IP "\fB\-lmscale n\fP"
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Equivelent to "_lightmap_scale" worldspawn key.
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.IP "\fB\-bspxlit\fP"
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@ -78,12 +97,6 @@ Writes rgb data into the bsp itself.
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Writes both rgb and directions data into the bsp itself.
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.IP "\fB\-novanilla\fP
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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.
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.IP "\fB\-phongdebug\fP"
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Write normals to lit file for debugging phong shading.
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.IP "\fB\-bouncedebug\fP"
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Write bounced lighting only to the lightmap for debugging / previewing -bounce.
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.IP "\fB\-novisapprox\fP"
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Disable approximate visibility culling of lights, which has a small chance of introducing artifacts where lights cut off too soon.
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.SH "MODEL ENTITY KEYS"
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