docs: update qbsp docs, include all current options
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docs/qbsp.rst
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docs/qbsp.rst
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@ -27,31 +27,89 @@ Options
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Doesn't perform outside filling
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Doesn't perform outside filling
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.. option:: -filltype auto | inside | outside
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Whether to fill the map from the outside in (lenient), from the inside out
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(aggressive), or to automatically decide based on the hull being used.
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.. option:: -nomerge
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Don't perform face merging.
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.. option:: -noclip
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.. option:: -noclip
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Doesn't build clip hulls
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Doesn't build clip hulls (only applicable for Q1-like BSP formats).
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.. option:: -noskip
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.. option:: -noskip
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Doesn't remove faces using the 'skip' texture
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Doesn't remove faces using the :texture:`skip` texture
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.. option:: -nodetail
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Treat all detail brushes as structural.
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.. option:: -onlyents
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.. option:: -onlyents
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Only updates .map entities
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Only updates .map entities
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.. option:: -verbose
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.. option:: -verbose
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-v
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Print out more .map information
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Print out more .map information.
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.. option:: -noverbose
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Note, this switch no longer implies :option:`-loghulls`; use that if you want to see
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statistics for collision hulls.
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Print out almost no information at all
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.. option:: -loghulls
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Print log output for collision hulls.
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.. option:: -logbmodels
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Print log output for bmodels.
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.. option:: -quiet
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-noverbose
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Suppress non-important messages (equivalent to :option:`-nopercent` :option:`-nostat` :option:`-noprogress`).
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.. option:: -log
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Write log files. Enabled by default.
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.. option:: -nolog
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Don't write log files.
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.. option:: -chop
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Adjust brushes to remove intersections if possible. Enabled by default.
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.. option:: -nochop
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Do not chop intersecting brushes.
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.. option:: -chopfragment
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Always do full fragmentation for chop.
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.. option:: -splitsky
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Doesn't combine sky faces into one large face.
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.. option:: -splitspecial
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.. option:: -splitspecial
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Doesn't combine sky and water faces into one large face. This allows
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Doesn't combine sky and water faces into one large face. This allows
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for statically lit water.
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for statically lit water.
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.. option:: -litwater
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-splitturb
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Enable lit liquids. This allows for statically lit water in compatible source ports,
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which still works but renders as fullbright on non-supporting source ports.
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The only downside is that water faces will be split up more, as per :option:`-subdivide`.
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Enabled by default.
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.. option:: -transwater
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.. option:: -transwater
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Computes portal information for transparent water (default)
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Computes portal information for transparent water (default)
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@ -64,26 +122,22 @@ Options
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Computes portal information for transparent sky
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Computes portal information for transparent sky
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.. option:: -oldaxis
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Use the original QBSP texture alignment algorithm. Enabled by default.
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.. option:: -nooldaxis
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.. option:: -nooldaxis
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Use alternate texture alignment algorithm. The default is to use the
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Use alternate texture alignment algorithm. The default is to use the
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original QBSP texture alignment algorithm, which required the
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original QBSP texture alignment algorithm, which required the
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-oldaxis switch in tyrutils-ericw v0.15.1 and earlier.
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:option:`-oldaxis` switch in tyrutils-ericw v0.15.1 and earlier.
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.. option:: -forcegoodtree (experimental)
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.. option:: -forcegoodtree
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Force use of expensive processing for SolidBSP stage. Often results
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Force use of expensive processing for SolidBSP stage. Often results
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in a more optimal BSP file in terms of file size, at the expense of
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in a more optimal BSP file in terms of file size, at the expense of
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extra processing time.
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extra processing time.
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.. option:: -bspleak
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Creates a .por file, used in the BSP editor
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.. option:: -oldleak
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Create an old-style QBSP .PTS file (default is new)
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.. option:: -leaktest
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.. option:: -leaktest
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Makes it a compile error if a leak is detected.
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Makes it a compile error if a leak is detected.
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@ -92,9 +146,33 @@ Options
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Prevents output of percent completion information
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Prevents output of percent completion information
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.. option:: -nostat
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Don't output statistic messages.
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.. option:: -noprogress
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Don't output progress messages.
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.. option:: -nocolor
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Don't output ANSI color codes (in case the terminal doesn't recognize colors, e.g. TB).
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.. option:: -q2bsp
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Target Quake II's BSP format.
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.. option:: -qbism
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Target Qbism's extended Quake II BSP format.
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.. option:: -q2rtx
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Adjust settings to best support Q2RTX.
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.. option:: -hexen2
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.. option:: -hexen2
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Generate a hexen2 bsp. This can be used in addition to -bsp2 to avoid
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Generate a hexen2 bsp. This can be used in addition to :option:`-bsp2` to avoid
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clipnode issues.
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clipnode issues.
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.. option:: -bsp2
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.. option:: -bsp2
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@ -108,12 +186,28 @@ Options
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the BSP2 format, supported by the RMQ engine (and thus is also known
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the BSP2 format, supported by the RMQ engine (and thus is also known
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as the BSP2rmq or RMQe bsp format).
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as the BSP2rmq or RMQe bsp format).
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.. deprecated:: 1.0
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Use :option:`-bsp2` instead.
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.. option:: -allowupgrade
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Allow formats to "upgrade" to compatible extended formats when a limit is
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exceeded (e.g. Quake BSP to BSP2, or Quake 2 BSP to Qbism BSP). Enabled by default.
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.. option:: -noallowupgrade
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Opt out of :option:`-allowupgrade`.
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.. option:: -hlbsp
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.. option:: -hlbsp
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Create the output BSP file in Half-Life's format. Note that the hull
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Create the output BSP file in Half-Life's format. Note that the hull
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size differences prevent this from being generally usable for the
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size differences prevent this from being generally usable for the
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vanilla quake gamecode. This cannot be used in combination with the
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vanilla quake gamecode. This cannot be used in combination with the
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-bsp2 argument.
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:option:`-bsp2` argument.
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.. option:: -add [mapfile]
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The given map file will be appended to the base map.
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.. option:: -leakdist [n]
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.. option:: -leakdist [n]
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@ -127,26 +221,68 @@ Options
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values will cause other engines to crash-to-console. Use zero to
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values will cause other engines to crash-to-console. Use zero to
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specify no subdivision.
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specify no subdivision.
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.. option:: -nosubdivide
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Disable subdivision. Requires a compatible source port. See also :option:`-subdivide`.
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.. option:: -lmscale n
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Change global lmscale (force :bmodel-key:`_lmscale` key on all entities).
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Outputs the LMSCALE BSPX lump.
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.. option:: -software
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Change settings to allow for (or make adjustments to optimize for the lack of) software support.
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.. option:: -nosoftware
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Explicitly drop support for software renderers.
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.. option:: -wadpath <dir>
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.. option:: -wadpath <dir>
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Search this directory for wad files (default is cwd). Multiple
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Search this directory for wad files (default is cwd). Multiple
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-wadpath args may be used. This argument is ignored for wads
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:option:`-wadpath` args may be used. This argument is ignored for wads
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specified using an absolute path.
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specified using an absolute path.
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.. option:: -xwadpath <dir>
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.. option:: -xwadpath <dir>
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Like -wadpath, except textures found using the specified path will
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Like :option:`-wadpath`, except textures found using the specified path will
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NOT be embedded into the bsp (equivelent to -notex, but for only
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NOT be embedded into the bsp (equivelent to :option:`-notex`, but for only
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textures from specific wads). You should use this for wads like
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textures from specific wads). You should use this for wads like
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halflife's standard wad files, but q1bsps require an engine extension
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halflife's standard wad files, but q1bsps require an engine extension
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and players are not nearly as likely to have the same wad version.
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and players are not nearly as likely to have the same wad version.
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.. option:: -path "/path/to/folder" <multiple allowed>
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Additional paths or archives to add to the search path, mostly for loose files.
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.. option:: -defaultpaths
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Whether the compiler should attempt to automatically derive game/base paths for
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games that support it. Enabled by default.
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.. option:: -nodefaultpaths
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Opt out of :option:`-defaultpaths`.
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.. option:: -oldrottex
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.. option:: -oldrottex
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Use old method of texturing rotate\_ brushes where the mapper aligns
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Use old method of texturing rotate\_ brushes where the mapper aligns
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textures for the object at (0 0 0).
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textures for the object at (0 0 0).
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.. option:: -maxNodeSize [n]
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.. option:: -midsplitsurffraction n
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If 0 (default), use :option:`-maxnodesize` for deciding when to switch to midsplit bsp heuristic.
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If 0 < midsplitSurfFraction <= 1, switch to midsplit if the node contains more than this
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fraction of the model's total surfaces. Try 0.15 to 0.5. Works better than maxNodeSize for
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maps with a 3D skybox (e.g. +-128K unit maps)
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.. option:: -midsplitbrushfraction n
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Switch to cheaper BSP partitioning test if a node contains this % of brushes in the map.
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.. option:: -maxnodesize [n]
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Switch to the cheap spatial subdivion bsp heuristic when splitting
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Switch to the cheap spatial subdivion bsp heuristic when splitting
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nodes of this size (in any dimension). This gives much faster qbsp
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nodes of this size (in any dimension). This gives much faster qbsp
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@ -154,14 +290,16 @@ Options
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as well. From txqbsp-xt, thanks rebb. (default 1024, 0 to disable)
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as well. From txqbsp-xt, thanks rebb. (default 1024, 0 to disable)
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.. option:: -wrbrushes
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.. option:: -wrbrushes
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-bspx
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(bspx) Includes a list of brushes for brush-based collision. This
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Includes a list of brushes for brush-based collision. This
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allows for arbitrary collision sizes in engines that support it,
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allows for arbitrary collision sizes in engines that support it,
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currently only FTEQW.
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currently only FTEQW.
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.. option:: -wrbrushesonly
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.. option:: -wrbrushesonly
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-bspxonly
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"-wrbrushes" combined with "-noclip" argument. This is NOT backwards
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:option:`-wrbrushes` combined with :option:`-noclip` argument. This is NOT backwards
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compatible.
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compatible.
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.. option:: -bmodelcontents
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.. option:: -bmodelcontents
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@ -172,6 +310,11 @@ Options
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Q2 supports this feature natively and this option has no effect.
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Q2 supports this feature natively and this option has no effect.
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.. option:: -notriggermodels
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For supported game code only: triggers will not write a model out,
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and will instead just write out their mins/maxs.
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.. option:: -notex
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.. option:: -notex
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Write only placeholder textures, to depend upon replacements. This
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Write only placeholder textures, to depend upon replacements. This
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@ -180,31 +323,80 @@ Options
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.. option:: -notjunc
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.. option:: -notjunc
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Don't attempt to fix T-junctions. This is only for engines or formats
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Alias for :option:`-tjunc none`
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that prefer micro-cracks over degenerate triangles. If you don't know
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what that means, don't set this.
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.. option:: -tjunc mwt | none | retopologize | rotate
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T-junction fix level:
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none
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Don't attempt to fix T-junctions. This is only for engines or formats
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that prefer micro-cracks over degenerate triangles. If you don't know
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what that means, don't set this.
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rotate
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Allow faces' vertices to be rotated to prevent zero-area triangles.
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retopologize
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If a face still has zero-area triangles, allow it to be re-topologized
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by splitting it into multiple fans.
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mwt
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Attempt to triangulate faces (along with their T-junction fixes)
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using a `MWT <https://en.wikipedia.org/wiki/Minimum-weight_triangulation>`_
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first, only falling back to the prior two steps if it fails.
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.. option:: -omitdetail
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.. option:: -omitdetail
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Detail brushes are omitted from the compile.
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Detail brushes are omitted from the compile.
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.. option:: -omitdetailwall
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:classname:`func_detail_wall` brushes are omitted from the compile.
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.. option:: -omitdetailillusionary
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:classname:`func_detail_illusionary` brushes are omitted from the compile.
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.. option:: -omitdetailfence
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:classname:`func_detail_fence` brushes are omitted from the compile.
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.. option:: -convert <fmt>
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.. option:: -convert <fmt>
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Convert a .MAP to a different .MAP format. fmt can be: quake, quake2,
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Convert a .MAP to a different .MAP format. fmt can be:
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valve, bp (brush primitives). Conversions to "quake" or "quake2"
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quake
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Q1 vanilla map format.
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quake2
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Q2 vanilla map format.
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valve
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Valve 220 map format.
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bp
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Brush Primitives format.
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Conversions to "quake" or "quake2"
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format may not be able to match the texture alignment in the source
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format may not be able to match the texture alignment in the source
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map, other conversions are lossless. The converted map is saved to
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map, other conversions are lossless. The converted map is saved to
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<source map name>-<fmt>.map.
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<source map name>-<fmt>.map.
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.. option:: -includeskip
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.. option:: -includeskip
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Emit skip/nodraw faces. Mainly for Q2RTX.
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Emit skip/nodraw faces (default is to discard them). Mainly for Q2RTX.
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.. option:: -threads n
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.. option:: -threads n
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Set number of threads to use. By default, qbsp will attempt to
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Set number of threads to use. By default, qbsp will attempt to
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use all available hardware threads.
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use all available hardware threads.
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.. option:: -lowpriority
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Run in a lower priority, to free up headroom for other processes. Enabled by default.
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.. option:: -aliasdef <aliases.def> [...]
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.. option:: -aliasdef <aliases.def> [...]
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Adds alias definition files, which can transform entities in the .map into other entities.
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Adds alias definition files, which can transform entities in the .map into other entities.
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@ -253,6 +445,62 @@ Options
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"model" "torch2.mdl" // key/value from alias file
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"model" "torch2.mdl" // key/value from alias file
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}
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}
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.. option:: -texturedefs "path/to/file.def" <multiple allowed>
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Path to a texture definition file, which can transform textures in the .map into other textures.
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.. option:: -epsilon n
|
||||||
|
|
||||||
|
Customize epsilon value for point-on-plane checks.
|
||||||
|
|
||||||
|
.. option:: -microvolume n
|
||||||
|
|
||||||
|
Microbrush volume.
|
||||||
|
|
||||||
|
.. option:: -outsidedebug
|
||||||
|
|
||||||
|
Write a .map after outside filling showing non-visible brush sides.
|
||||||
|
|
||||||
|
.. option:: -debugchop
|
||||||
|
|
||||||
|
Write a .map after ChopBrushes.
|
||||||
|
|
||||||
|
.. option:: -debugleak
|
||||||
|
|
||||||
|
Write more diagnostic files for debugging leaks.
|
||||||
|
|
||||||
|
.. option:: -debugbspbrushes
|
||||||
|
|
||||||
|
Save bsp brushes after BrushBSP to a .map, for visualizing BSP splits.
|
||||||
|
|
||||||
|
.. option:: -debugleafvolumes
|
||||||
|
|
||||||
|
Save bsp leaf volumes after BrushBSP to a .map, for visualizing BSP splits.
|
||||||
|
|
||||||
|
.. option:: -debugexpand [single hull index] or [mins_x mins_y mins_z maxs_x maxs_y maxs_z]
|
||||||
|
|
||||||
|
Write expanded hull .map for debugging/inspecting hulls/brush bevelling.
|
||||||
|
|
||||||
|
.. option:: -keepprt
|
||||||
|
|
||||||
|
Avoid deleting the .prt file on leaking maps.
|
||||||
|
|
||||||
|
.. option:: -maxedges n
|
||||||
|
|
||||||
|
The max number of edges/vertices on a single face before it is split into another face.
|
||||||
|
|
||||||
|
.. option:: -worldextent n
|
||||||
|
|
||||||
|
Explicitly provide world extents; 0 will auto-detect. Default 0.
|
||||||
|
|
||||||
|
.. option:: -forceprt1
|
||||||
|
|
||||||
|
Force a PRT1 output file even if PRT2 is required for vis.
|
||||||
|
|
||||||
|
.. option:: -objexport
|
||||||
|
|
||||||
|
Export the map file as .OBJ models during various compilation phases.
|
||||||
|
|
||||||
|
|
||||||
Game Path Specification
|
Game Path Specification
|
||||||
-----------------------
|
-----------------------
|
||||||
|
|
@ -282,6 +530,21 @@ The common cases are:
|
||||||
|
|
||||||
qbsp -basedir "c:/quake2/baseq2" -gamedir mymod input.map
|
qbsp -basedir "c:/quake2/baseq2" -gamedir mymod input.map
|
||||||
|
|
||||||
|
.. option:: -gamedir "relative/path" or "C:/absolute/path"
|
||||||
|
|
||||||
|
Override the default mod base directory. if this is not set, or if it is relative, it will be derived from
|
||||||
|
the input file or the basedir if specified.
|
||||||
|
|
||||||
|
.. option:: -basedir "relative/path" or "C:/absolute/path"
|
||||||
|
|
||||||
|
Override the default game base directory. if this is not set, or if it is relative, it will be derived
|
||||||
|
from the input file or the gamedir if specified.
|
||||||
|
|
||||||
|
.. option:: -filepriority archive | loose
|
||||||
|
|
||||||
|
Which types of archives (folders/loose files or packed archives) are higher priority and chosen first
|
||||||
|
for path searching.
|
||||||
|
|
||||||
Special Texture Names
|
Special Texture Names
|
||||||
---------------------
|
---------------------
|
||||||
|
|
||||||
|
|
@ -297,9 +560,9 @@ exit.
|
||||||
*lava
|
*lava
|
||||||
*
|
*
|
||||||
|
|
||||||
Names beginning with an asterisk are liquids. A prefix of *\*slime*
|
Names beginning with an asterisk are liquids. A prefix of ``*slime``
|
||||||
indicates slime, *\*lava* is for lava and anything else beginning with
|
indicates slime, ``*lava`` is for lava and anything else beginning with
|
||||||
*\** will have contents as water.
|
``*`` will have contents as water.
|
||||||
|
|
||||||
.. texture:: skip
|
.. texture:: skip
|
||||||
|
|
||||||
|
|
@ -379,7 +642,7 @@ configure the final entity type. e.g. if you set
|
||||||
.. other-key:: _external_map_classname
|
.. other-key:: _external_map_classname
|
||||||
|
|
||||||
What entity you want the external map to turn in to. You can use
|
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
|
internal qbsp entity types such as :classname:`func_detail`, or a regular bmodel
|
||||||
classname like "func_wall" or "func_door".
|
classname like "func_wall" or "func_door".
|
||||||
|
|
||||||
.. other-key:: _external_map_angles
|
.. other-key:: _external_map_angles
|
||||||
|
|
@ -390,7 +653,7 @@ configure the final entity type. e.g. if you set
|
||||||
|
|
||||||
.. other-key:: _external_map_angle
|
.. other-key:: _external_map_angle
|
||||||
|
|
||||||
Short version of "_external_map_angles" for when you want to specify
|
Short version of :other-key:`_external_map_angles` for when you want to specify
|
||||||
just a yaw rotation.
|
just a yaw rotation.
|
||||||
|
|
||||||
.. other-key:: _external_map_scale
|
.. other-key:: _external_map_scale
|
||||||
|
|
@ -472,12 +735,11 @@ Detail Variants
|
||||||
|
|
||||||
func_detail variant with no collision (players / monsters / gunfire) and
|
func_detail variant with no collision (players / monsters / gunfire) and
|
||||||
doesn't split world faces. Doesn't cast shadows unless enabled with
|
doesn't split world faces. Doesn't cast shadows unless enabled with
|
||||||
"_shadow" "1". Useful for hanging vines. Still creates BSP leafs, which
|
:bmodel-key:`_shadow` "1". Useful for hanging vines. Still creates BSP leafs, which
|
||||||
is unavoidable without a new .bsp file format.
|
is unavoidable without a new .bsp file format.
|
||||||
|
|
||||||
Intersecting func_detail_illusionary brushes don't clip each other; this
|
Intersecting func_detail_illusionary brushes don't clip each other; this
|
||||||
is intended to make trees/shrubs/foliage easier with "_mirrorinside"
|
is intended to make trees/shrubs/foliage easier with :bmodel-key:`_mirrorinside` "1".
|
||||||
"1".
|
|
||||||
|
|
||||||
.. classname:: func_detail_wall
|
.. classname:: func_detail_wall
|
||||||
|
|
||||||
|
|
@ -491,7 +753,7 @@ Detail Variants
|
||||||
|
|
||||||
.. classname:: func_detail_fence
|
.. classname:: func_detail_fence
|
||||||
|
|
||||||
Similar to func_detail_wall except it's suitable for fence textures,
|
Similar to :classname:`func_detail_wall` except it's suitable for fence textures,
|
||||||
never clips away world faces. Useful for fences, grates, etc., that are
|
never clips away world faces. Useful for fences, grates, etc., that are
|
||||||
solid and block gunfire.
|
solid and block gunfire.
|
||||||
|
|
||||||
|
|
@ -517,9 +779,9 @@ Other Special-Purpose Entities
|
||||||
.. classname:: func_illusionary_visblocker
|
.. classname:: func_illusionary_visblocker
|
||||||
|
|
||||||
For creating vis-blocking illusionary brushes (similar to
|
For creating vis-blocking illusionary brushes (similar to
|
||||||
"func_detail_illusionary" or "func_illusionary". The player can walk
|
:classname:`func_detail_illusionary` or "func_illusionary". The player can walk
|
||||||
through them.) This gives the same effect as water brushes when the
|
through them.) This gives the same effect as water brushes when the
|
||||||
"-notranswater" flag is used, except the interior of these brushes are
|
:option:`-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
|
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
|
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
|
see into the void (depending on the engine). Fitzquake family engines
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue