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