695 lines
22 KiB
HTML
695 lines
22 KiB
HTML
<!-- Creator : groff version 1.19.2 -->
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<!-- CreationDate: Thu Sep 17 00:05:31 2015 -->
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
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"http://www.w3.org/TR/html4/loose.dtd">
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<html>
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<head>
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<meta name="generator" content="groff -Thtml, see www.gnu.org">
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<meta http-equiv="Content-Type" content="text/html; charset=US-ASCII">
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<meta name="Content-Style" content="text/css">
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<style type="text/css">
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p { margin-top: 0; margin-bottom: 0; }
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pre { margin-top: 0; margin-bottom: 0; }
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table { margin-top: 0; margin-bottom: 0; }
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</style>
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<title>LIGHT</title>
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</head>
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<body>
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<h1 align=center>LIGHT</h1>
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<a href="#NAME">NAME</a><br>
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<a href="#SYNOPSIS">SYNOPSIS</a><br>
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<a href="#DESCRIPTION">DESCRIPTION</a><br>
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<a href="#OPTIONS">OPTIONS</a><br>
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<a href="#MODEL ENTITY KEYS">MODEL ENTITY KEYS</a><br>
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<a href="#LIGHT ENTITY KEYS">LIGHT ENTITY KEYS</a><br>
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<a href="#AUTHOR">AUTHOR</a><br>
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<a href="#REPORTING BUGS">REPORTING BUGS</a><br>
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<a href="#COPYRIGHT">COPYRIGHT</a><br>
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<a href="#SEE ALSO">SEE ALSO</a><br>
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<hr>
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<a name="NAME"></a>
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<h2>NAME</h2>
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<p style="margin-left:11%; margin-top: 1em">light −
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Caclulate lightmap data for a Quake BSP file</p>
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<a name="SYNOPSIS"></a>
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<h2>SYNOPSIS</h2>
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<p style="margin-left:11%; margin-top: 1em"><b>light</b>
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[OPTION]... BSPFILE</p>
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<a name="DESCRIPTION"></a>
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<h2>DESCRIPTION</h2>
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<p style="margin-left:11%; margin-top: 1em"><b>light</b>
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reads a Quake .bsp file and calculates light and shadow
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information based on the entity definitions contained in the
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.bsp. The .bsp file is updated with the new light data upon
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completion, overwriting any existing lighting data.</p>
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<a name="OPTIONS"></a>
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<h2>OPTIONS</h2>
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<p style="margin-left:11%; margin-top: 1em"><b>−threads
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n</b></p>
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<p style="margin-left:22%;">Set number of threads
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explicitly. By default light will attempt to detect the
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number of CPUs/cores available.</p>
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<table width="100%" border=0 rules="none" frame="void"
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cellspacing="0" cellpadding="0">
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<tr valign="top" align="left">
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<td width="11%"></td>
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<td width="9%">
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<p style="margin-top: 1em" valign="top"><b>−extra</b></p> </td>
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<td width="2%"></td>
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<td width="78%">
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<p style="margin-top: 1em" valign="top">Calculate extra
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samples (2x2) and average the results for smoother
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shadows.</p> </td>
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</table>
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<p style="margin-left:11%;"><b>−extra4</b></p>
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<p style="margin-left:22%;">Calculate even more samples
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(4x4) and average the results for smoother shadows.</p>
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<p style="margin-left:11%;"><b>−light n</b></p>
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<p style="margin-left:22%;">Set a global minimum light
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level for style 0 (default) lightmaps. Overrides default
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light level set in worldspawn.</p>
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<p style="margin-left:11%;"><b>−addmin</b></p>
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<p style="margin-left:22%;">Changes the behaviour of
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<i>minlight</i>. Instead of increasing low light levels to
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the global minimum, add the global minimum light level to
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all style 0 lightmaps. This may help reducing the sometimes
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uniform minlight effect.</p>
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<p style="margin-left:11%;"><b>−dist n</b></p>
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<p style="margin-left:22%;">Scales the fade distance of all
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lights by a factor of n. See "_dist" worldspawn
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key.</p>
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<p style="margin-left:11%;"><b>−range n</b></p>
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<p style="margin-left:22%;">Scales the brightness range of
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all lights without affecting their fade discance. See
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"_range" worldspawn key.</p>
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<p style="margin-left:11%;"><b>−gate n</b></p>
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<p style="margin-left:22%;">Set a minimum light level,
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below which can be considered zero brightness. This can
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dramatically speed up processing when there are large
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numbers of lights with inverse or inverse square falloff. In
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most cases, values less than 1.0 will cause no discernable
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visual differences. Default 0.001.</p>
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<p style="margin-left:11%;"><b>−soft [n]</b></p>
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<p style="margin-left:22%;">Perform post-processing on the
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lightmap which averages adjacent samples to smooth shadow
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edges. If n is specified, the algorithm will take
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’n’ samples on each side of the sample point and
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replace the original value with the average. e.g. a value of
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1 results in averaging a 3x3 square centred on the original
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sample. 2 implies a 5x5 square and so on. If −soft is
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specified, but n is omitted, a value will be the level of
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oversampling requested. If no oversampling, then the implied
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value is 1. −extra implies a value of 2 and
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−extra4 implies 3. Default 0 (off).</p>
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<p style="margin-left:11%;"><b>−anglescale</b> |
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<b>−anglesense</b></p>
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<p style="margin-left:22%;">Set the scaling of sunlight
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brightness due to the angle of incidence with a surface
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(more detailed explanation in the "_anglescale"
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key below).</p>
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<table width="100%" border=0 rules="none" frame="void"
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cellspacing="0" cellpadding="0">
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<tr valign="top" align="left">
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<td width="11%"></td>
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<td width="7%">
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<p style="margin-top: 1em" valign="top"><b>−lit</b></p> </td>
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<td width="4%"></td>
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<td width="78%">
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<p style="margin-top: 1em" valign="top">Force generation of
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a .lit file, even if your map does not have any coloured
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lights. By default, light will automatically generate the
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.lit file when needed.</p></td>
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<tr valign="top" align="left">
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<td width="11%"></td>
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<td width="7%">
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<p style="margin-top: 1em" valign="top"><b>−dirt</b></p> </td>
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<td width="4%"></td>
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<td width="78%">
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<p style="margin-top: 1em" valign="top">Globally enables
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dirtmapping (ambient occlusion), overriding the
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"_dirt" worldspawn key. See "_dirt" for
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more details.</p></td>
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</table>
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<p style="margin-left:11%;"><b>−dirtdebug</b></p>
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<p style="margin-left:22%;">Implies "-dirt", and
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renders just the dirtmap against a fullbright background,
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ignoring all lights in the map. Useful for previewing and
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turning the dirt settings.</p>
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<p style="margin-left:11%;"><b>−dirtmode n</b> |
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<b>−dirtdepth n</b> | <b>−dirtscale n</b> |
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<b>−dirtgain n</b> | <b>−dirtangle n</b></p>
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<p style="margin-left:22%;">Fine-tune the dirtmapping,
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overriding the corresponding worldspawn keys. See the
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worldspawn keys below.</p>
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<table width="100%" border=0 rules="none" frame="void"
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cellspacing="0" cellpadding="0">
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<tr valign="top" align="left">
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<td width="11%"></td>
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<td width="9%">
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<p style="margin-top: 1em" valign="top"><b>−fence</b></p> </td>
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<td width="2%"></td>
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<td width="78%">
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<p style="margin-top: 1em" valign="top">Enables light to
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pass through transparent pixels in fence textures (textures
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with a "{" prefix). Typically, shadow-casting
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fences should be a func_wall entity with the
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"_shadow" "1" key set. Default is for
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transparent pixels to block light.</p></td>
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</table>
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<p style="margin-left:11%;"><b>−gamma [n]</b></p>
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<p style="margin-left:22%;">Adjust brightness of final
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lightmap. Default 1, >1 is brighter, <1 is darker. See
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"_gamma" worldspawn key.</p>
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<table width="100%" border=0 rules="none" frame="void"
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cellspacing="0" cellpadding="0">
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<tr valign="top" align="left">
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<td width="11%"></td>
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<td width="6%">
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<p style="margin-top: 1em" valign="top"><b>−lux</b></p> </td>
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<td width="5%"></td>
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<td width="78%">
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<p style="margin-top: 1em" valign="top">Generate a .lux
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file storing average incoming light directions for surfaces.
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Usable by FTEQW with "r_deluxemapping 1"</p></td>
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</table>
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<p style="margin-left:11%;"><b>−surflight_subdivide
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[n]</b></p>
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<p style="margin-left:22%;">Configure spacing of all
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surface lights. Default 128 units. Minimum setting: 64 / max
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2048. In the future I’d like to make this configurable
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per-surface-light.</p>
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<p style="margin-left:11%;"><b>−onlyents</b></p>
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<p style="margin-left:22%;">Updates the entities lump in
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the bsp. You should run this after running qbsp with
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-onlyents, if your map uses any switchable lights. All this
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does is assign style numbers to each switchable light.</p>
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<a name="MODEL ENTITY KEYS"></a>
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<h2>MODEL ENTITY KEYS</h2>
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<p style="margin-left:11%; margin-top: 1em"><b>Worldspawn
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Keys</b> <br>
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The following keys can be added to the <i>worldspawn</i>
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entity: <b><br>
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"light" "n"</b></p>
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<p style="margin-left:22%;">Set a global minimum light
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level of "n" across the whole map. This is an easy
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way to eliminate completely dark areas of the level, however
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you may lose some contrast as a result, so use with care.
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Default 0.</p>
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<p style="margin-left:11%;"><b>"_dist"
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"n"</b></p>
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<p style="margin-left:22%;">Scales the fade distance of all
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lights by a factor of n. If n > 1 lights fade more
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quickly with distance and if n < 1, lights fade more
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slowly with distance and light reaches further.</p>
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<p style="margin-left:11%;"><b>"_range"
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"n"</b></p>
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<p style="margin-left:22%;">Scales the brightness range of
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all lights without affecting their fade discance. Values of
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n > 0.5 makes lights brighter and n < 0.5 makes lights
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less bright. The same effect can be achieved on individual
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lights by adjusting both the "light" and
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"wait" attributes.</p>
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<p style="margin-left:11%;"><b>"_sunlight"
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"n"</b></p>
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<p style="margin-left:22%;">Set the brightness of the
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sunlight coming from an unseen sun in the sky. Sky brushes
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(or more accurately bsp leafs with sky contents) will emit
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sunlight at an angle specified by the
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"_sun_mangle" key. Default 0.</p>
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<p style="margin-left:11%;"><b>"_anglescale"
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"n"</b> | <b>"_anglesense"
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"n"</b></p>
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<p style="margin-left:22%;">Set the scaling of sunlight
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brightness due to the angle of incidence with a surface
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(more detailed explanation in the "_anglescale"
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light entity key below).</p>
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<p style="margin-left:11%;"><b>"_sunlight_mangle"
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"x y z"</b> | <b>"_sun_mangle" "x y
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z"</b></p>
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<p style="margin-left:22%;">Specifies the direction of
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sunlight using yaw(x), pitch(y) and roll(z) in degrees. Yaw
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specifies the angle around the Z-axis from 0 to 359 degrees
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and pitch specifies the angle from 90 (straight up) to -90
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(straight down). Roll has no effect, so use any value (e.g.
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0). Default is straight down ("0 -90 0").</p>
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<p style="margin-left:11%;"><b>"_sunlight_penumbra"
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"n"</b></p>
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<p style="margin-left:22%;">Specifies the penumbra width,
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in degrees, of sunlight. Useful values are 3-4 for a gentle
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soft edge, or 10-20+ for more diffuse sunlight. Default is
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0.</p>
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<p style="margin-left:11%;"><b>"_sunlight_color"
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"r g b"</b></p>
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<p style="margin-left:22%;">Specify red(r), green(g) and
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blue(b) components for the colour of the sunlight. RGB
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component values are between 0 and 255 (between 0 and 1 is
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also accepted). Default is white light ("255 255
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255").</p>
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<p style="margin-left:11%;"><b>"_sunlight2"
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"n"</b></p>
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<p style="margin-left:22%;">Set the brightness of a large
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dome of lights positioned around the map (16K unit radius).
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Useful for simulating higly diffused light (e.g. cloudy
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skies) in outdoor areas. Default 0.</p>
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<p style="margin-left:11%;"><b>"_sunlight_color2"
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"r g b"</b> | <b>"_sunlight2_color"
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"r g b"</b></p>
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<p style="margin-left:22%;">Specifies the colour of
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_sunlight2, same format as "_sunlight_color".
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Default is white light ("255 255 255").</p>
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<p style="margin-left:11%;"><b>"_dirt"
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"n"</b></p>
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<p style="margin-left:22%;">1 enables dirtmapping (ambient
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occlusion) on all lights, borrowed from q3map2. This adds
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shadows to corners and crevices. You can override the global
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setting for specific lights with the "_dirt" light
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entitiy key or "_sunlight_dirt",
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"_sunlight2_dirt", and "_minlight_dirt"
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worldspawn keys. Default is no dirtmapping (-1).</p>
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<p style="margin-left:11%;"><b>"_sunlight_dirt"
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"n"</b></p>
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<p style="margin-left:22%;">1 enables dirtmapping (ambient
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occlusion) on sunlight, -1 to disable (making it illuminate
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the dirtmapping shadows). Default is to use the value of
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"_dirt".</p>
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<p style="margin-left:11%;"><b>"_sunlight2_dirt"
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"n"</b></p>
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<p style="margin-left:22%;">1 enables dirtmapping (ambient
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occlusion) on sunlight2, -1 to disable. Default is to use
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the value of "_dirt".</p>
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<p style="margin-left:11%;"><b>"_minlight_dirt"
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"n"</b></p>
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<p style="margin-left:22%;">1 enables dirtmapping (ambient
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occlusion) on minlight, -1 to disable. Default is to use the
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value of "_dirt".</p>
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<p style="margin-left:11%;"><b>"_dirtmode"
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"n"</b></p>
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<p style="margin-left:22%;">Choose between ordered (0,
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default) and randomized (1) dirtmapping.</p>
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<p style="margin-left:11%;"><b>"_dirtdepth"
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"n"</b></p>
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<p style="margin-left:22%;">Maximum depth of occlusion
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checking for dirtmapping, default 128.</p>
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<p style="margin-left:11%;"><b>"_dirtscale"
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"n"</b></p>
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<p style="margin-left:22%;">Scale factor used in dirt
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calculations, default 1. Lower values (e.g. 0.5) make the
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dirt fainter, 2.0 would create much darker shadows.</p>
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<p style="margin-left:11%;"><b>"_dirtgain"
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"n"</b></p>
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<p style="margin-left:22%;">Exponent used in dirt
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calculation, default 1. Lower values (e.g. 0.5) make the
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shadows darker and stretch further away from corners.</p>
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<p style="margin-left:11%;"><b>"_dirtangle"
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"n"</b></p>
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<p style="margin-left:22%;">Cone angle in degrees for
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occlusion testing, default 88. Allowed range 1-90. Lower
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values can avoid unwanted dirt on arches, pipe interiors,
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etc.</p>
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<p style="margin-left:11%;"><b>"_gamma"
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"n"</b></p>
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<p style="margin-left:22%;">Adjust brightness of final
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lightmap. Default 1, >1 is brighter, <1 is darker.</p>
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<p style="margin-left:11%; margin-top: 1em"><b>Model Entity
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Keys</b> <br>
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The following keys can be used on any entity with a brush
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model: <b><br>
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"_minlight" "n"</b></p>
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<p style="margin-left:22%;">Set the minimum light level for
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any surface of the brush model. Default 0.</p>
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<p style="margin-left:11%;"><b>"_mincolor"
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"r g b"</b></p>
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<p style="margin-left:22%;">Specify red(r), green(g) and
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blue(b) components for the colour of the minlight. RGB
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component values are between 0 and 255 (between 0 and 1 is
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also accepted). Default is white light ("255 255
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255").</p>
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<p style="margin-left:11%;"><b>"_shadow"
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"n"</b></p>
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<p style="margin-left:22%;">If n is 1, this model will cast
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shadows on other models and itself (i.e. "_shadow"
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implies "_shadowself"). Note that this
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doesn’t magically give Quake dynamic lighting powers,
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so the shadows will not move if the model moves. Default
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0.</p>
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<p style="margin-left:11%;"><b>"_shadowself"
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"n"</b></p>
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<p style="margin-left:22%;">If n is 1, this model will cast
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shadows on itself if one part of the model blocks the light
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from another model surface. This can be a better compromise
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for moving models than full shadowing. Default 0.</p>
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<p style="margin-left:11%;"><b>"_dirt"
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"n"</b></p>
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<p style="margin-left:22%;">For brush models, -1 prevents
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dirtmapping on the brush model. Useful it the bmodel touches
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or sticks into the world, and you want to those ares from
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turning black. Default 0.</p>
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<a name="LIGHT ENTITY KEYS"></a>
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<h2>LIGHT ENTITY KEYS</h2>
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<p style="margin-left:11%; margin-top: 1em">Light entity
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keys can be used in any entity with a classname starting
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with the first five letters "light". E.g.
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"light", "light_globe",
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"light_flame_small_yellow", etc. <b><br>
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"light" "n"</b></p>
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<p style="margin-left:22%;">Set the light intensity.
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Negative values are also allowed and will cause the entity
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to subtract light cast by other entities. Default 300.</p>
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<p style="margin-left:11%;"><b>"wait"
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"n"</b></p>
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<p style="margin-left:22%;">Scale the fade distance of the
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light by "n". Values of n > 1 make the light
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fade more quickly with distance, and values < 1 make the
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light fade more slowly (and thus reach further). Default
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1.</p>
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<p style="margin-left:11%;"><b>"delay"
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"n"</b></p>
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<p style="margin-left:22%;">Select an attenuation formaula
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for the light: <br>
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0 => Linear attenuation (default) <br>
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1 => 1/x attenuation <br>
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2 => 1/(x^2) attenuation <br>
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3 => No attenuation (same brightness at any distance)
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<br>
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4 => "local minlight" - No attenuation and like
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minlight, <br>
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it won’t raise the lighting above it’s light
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value. <br>
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Unlike minlight, it will only affect surfaces within <br>
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line of sight of the entity. <br>
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5 => 1/(x^2) attenuation, but slightly more attenuated
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and <br>
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without the extra bright effect that "delay 2" has
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<br>
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near the source.</p>
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<p style="margin-left:11%;"><b>"_color" "r g
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b"</b></p>
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<p style="margin-left:22%;">Specify red(r), green(g) and
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blue(b) components for the colour of the light. RGB
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component values are between 0 and 255 (between 0 and 1 is
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also accepted). Default is white light ("255 255
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255").</p>
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<p style="margin-left:11%;"><b>"target"
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"name"</b></p>
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<p style="margin-left:22%;">Turns the light into a
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spotlight, with the direction of light being towards another
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entity with it’s "targetname" key set to
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"name".</p>
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<p style="margin-left:11%;"><b>"mangle" "x y
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z"</b></p>
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<p style="margin-left:22%;">Turns the light into a
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spotlight and specifies the direction of light using yaw(x),
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pitch(y) and roll(z) in degrees. Yaw specifies the angle
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around the Z-axis from 0 to 359 degrees and pitch specifies
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the angle from 90 (straight up) to -90 (straight down). Roll
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has no effect, so use any value (e.g. 0). Often easier than
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the "target" method.</p>
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<p style="margin-left:11%;"><b>"angle"
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"n"</b></p>
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<p style="margin-left:22%;">Specifies the angle in degrees
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for a spotlight cone. Default 40.</p>
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<p style="margin-left:11%;"><b>"_softangle"
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"n"</b></p>
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<p style="margin-left:22%;">Specifies the angle in degrees
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for an inner spotlight cone (must be less than the
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"angle" cone. Creates a softer transition between
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the full brightness of the inner cone to the edge of the
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outer cone. Default 0 (disabled).</p>
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<p style="margin-left:11%;"><b>"targetname"
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"name"</b></p>
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<p style="margin-left:22%;">Turns the light into a
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switchable light, toggled by another entity targeting
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it’s name.</p>
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<p style="margin-left:11%;"><b>"style"
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"n"</b></p>
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<p style="margin-left:22%;">Set the animated light style.
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Default 0.</p>
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<p style="margin-left:11%;"><b>"_anglescale"
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"n"</b> | <b>"_anglesense"
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"n"</b></p>
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<p style="margin-left:22%;">Sets a scaling factor for how
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much influence the angle of incidence of light on a surface
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has on the brightness of the surface. <i>n</i> must be
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between 0.0 and 1.0. Smaller values mean less attenuation,
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with zero meaning that angle of incidence has no effect at
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all on the brightness. Default 0.5.</p>
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<p style="margin-left:11%;"><b>"_dirtscale"
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"n"</b> | <b>"_dirtgain"
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"n"</b></p>
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<p style="margin-left:22%;">Override the global
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"_dirtscale" or "_dirtgain" settings to
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change how this light is affected by dirtmapping (ambient
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occlusion). See descriptions of these keys in the worldspawn
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section.</p>
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<p style="margin-left:11%;"><b>"_dirt"
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"n"</b></p>
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<p style="margin-left:22%;">Overrides the worldspawn
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setting of "_dirt" for this particular light. -1
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to disable dirtmapping (ambient occlusion) for this light,
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making it illuminate the dirtmapping shadows. 1 to enable
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ambient occlusion for this light. Default is to defer to the
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worldspawn setting.</p>
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<p style="margin-left:11%;"><b>"_deviance"
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"n"</b></p>
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<p style="margin-left:22%;">Split up the light into a
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sphere of randomly positioned lights within radius
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"n" (in world units). Useful to give shadows a
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wider penumbra. "_samples" specifies the number of
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lights in the sphere. The "light" value is
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automatically scaled down for most lighting formulas (except
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linear and non-additive minlight) to attempt to keep the
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brightness equal. Default is 0, do not split up lights.</p>
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<p style="margin-left:11%;"><b>"_samples"
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"n"</b></p>
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<p style="margin-left:22%;">Number of lights to use for
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"_deviance". Default 16 (only used if
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"_deviance" is set).</p>
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<p style="margin-left:11%;"><b>"_surface"
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"texturename"</b></p>
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<p style="margin-left:22%;">Makes surfaces with the given
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texture name emit light, by using this light as a template
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which is copied across those surfaces. Lights are spaced
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about 128 units (though possibly closer due to bsp
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splitting) apart and positioned 2 units above the
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surfaces.</p>
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<p style="margin-left:11%;"><b>"_surface_offset"
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"n"</b></p>
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<p style="margin-left:22%;">Controls the offset lights are
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placed above surfaces for "_surface". Default
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2.</p>
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<a name="AUTHOR"></a>
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<h2>AUTHOR</h2>
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<p style="margin-left:11%; margin-top: 1em">Written by
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Kevin Shanahan (aka Tyrann) <br>
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Modifications by Eric Wasylishen (aka ericw); many changes
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are based on code from q3map2. <br>
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Modifications by David Walton (aka spike); focusing on lux
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support and optimizations. <br>
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Based on source provided by id Software <br>
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http://disenchant.net</p>
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<a name="REPORTING BUGS"></a>
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<h2>REPORTING BUGS</h2>
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<p style="margin-left:11%; margin-top: 1em">Please send bug
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reports for this modified build to ewasylishen@gmail.com.
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<br>
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Original message: Please send bug reports to
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tyrann@disenchant.net. <br>
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Improvements to the documentation are welcome and
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encouraged.</p>
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<a name="COPYRIGHT"></a>
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<h2>COPYRIGHT</h2>
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<p style="margin-left:11%; margin-top: 1em">Copyright (C)
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2013 Kevin Shanahan <br>
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Copyright (C) 1997 id Software <br>
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License GPLv2+: GNU GPL version 2 or later <br>
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<http://gnu.org/licenses/gpl2.html>.</p>
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<p style="margin-left:11%; margin-top: 1em">This is free
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software: you are free to change and redistribute it. There
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is NO WARRANTY, to the extent permitted by law.</p>
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<a name="SEE ALSO"></a>
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<h2>SEE ALSO</h2>
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<p style="margin-left:11%; margin-top: 1em"><b>qbsp</b>(1)
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<b>vis</b>(1) <b>bspinfo</b>(1) <b>bsputil</b>(1)
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<b>quake</b>(6)</p>
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<hr>
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</body>
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</html>
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