Fix typos in `light` manual page (#237)
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man/light.1
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man/light.1
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@ -37,7 +37,7 @@ shadows.
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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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1.0 will cause no discernible 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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@ -90,13 +90,13 @@ 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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Equivalent to "_lightmap_scale" worldspawn key.
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.IP "\fB-bspxlit\fP"
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Writes rgb data into the bsp itself.
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.IP "\fB-bspx\fP"
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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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Fallback scaled lighting will be omitted. Standard grey lighting will be omitted if there are coloured lights. Implies "-bspxlit". "-lit" will no longer be implied by the presence of coloured lights.
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.SH "MODEL ENTITY KEYS"
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@ -163,7 +163,7 @@ Specifies the colour of _sunlight2, same format as "_sunlight_color". Default is
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white light ("255 255 255").
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.IP "\fB""_sunlight3"" ""n""\fP"
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Same as "_sunlight2", but for the bottom hemisphere (i.e. ambient light, coming
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Same as "_sunlight2", but for the bottom hemisphere (i.e. ambient light, coming
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from below the horizon). Combine "_sunlight2" and "_sunlight3" to have light coming equally
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from all directions, e.g. for levels floating in the clouds. Default 0.
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@ -173,7 +173,7 @@ Specifies the colour of "_sunlight3". Default is white light ("255 255 255").
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.IP "\fB""_dirt"" ""n""\fP"
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1 enables dirtmapping (ambient occlusion) on all lights, borrowed from q3map2. This adds shadows
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to corners and crevices. You can override the global setting for specific lights with the
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"_dirt" light entitiy key or "_sunlight_dirt", "_sunlight2_dirt", and "_minlight_dirt" worldspawn keys.
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"_dirt" light entity key or "_sunlight_dirt", "_sunlight2_dirt", and "_minlight_dirt" worldspawn keys.
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Default is no dirtmapping (-1).
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.IP "\fB""_sunlight_dirt"" ""n""\fP"
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@ -201,7 +201,7 @@ shadows darker and stretch further away from corners.
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.IP "\fB""_dirtangle"" ""n""\fP"
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Cone angle in degrees for occlusion testing, default 88. Allowed range 1-90.
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Lower values can avoid unwanted dirt on arches, pipe interiors, etc.
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Lower values can avoid unwanted dirt on arches, pipe interiors, etc.
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.IP "\fB""_gamma"" ""n""\fP"
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Adjust brightness of final lightmap. Default 1, >1 is brighter, <1 is darker.
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@ -265,8 +265,8 @@ which the QuakeC will need to read and call the "lightstyle()" builtin with "a"
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Entities sharing the same targetname, and with "_switchableshadow" set to 1, will share the same lightstyle.
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.IP "\fB""_dirt"" ""n""\fP"
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For brush models, -1 prevents dirtmapping on the brush model. Useful it the
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bmodel touches or sticks into the world, and you want to those ares from
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For brush models, -1 prevents dirtmapping on the brush model. Useful if the
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bmodel touches or sticks into the world, and you want to prevent those areas from
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turning black. Default 0.
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.IP "\fB""_phong"" ""n""\fP"
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@ -285,7 +285,7 @@ The minimum setting for "_phong_angle_concave" is 1, this should make all concav
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If it's 0 or unset, the same value as "_phong_angle" is used.
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.IP "\fB""_lightignore"" ""n""\fP"
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1 makes a model receive minlight only, ignoring all lights / sunlight. Could be useful on rotators / trains.
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1 makes a model receive minlight only, ignoring all lights / sunlight. Could be useful on rotators / trains.
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.SH "LIGHT ENTITY KEYS"
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