212 lines
5.6 KiB
HTML
212 lines
5.6 KiB
HTML
<!-- Creator : groff version 1.19.2 -->
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<!-- CreationDate: Mon Feb 19 00:01:34 2018 -->
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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>VIS</title>
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</head>
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<body>
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<h1 align=center>VIS</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="#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">vis −
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Compute visibility (PVS) 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>vis</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>vis</b> is a
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tool used in the creation of maps for the game Quake. vis
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looks for a .prt file by stripping the file extension from
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BSPFILE (if any) and appending ".prt". vis then
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calculates the potentially visible set (PVS) information
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before updating the .bsp file, overwriting any existing PVS
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data.</p>
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<p style="margin-left:11%; margin-top: 1em">This vis tool
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supports the PRT2 format for Quake maps with detail brushes.
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See the qbsp documentation for details.</p>
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<p style="margin-left:11%; margin-top: 1em">Compiling a map
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(without the -fast parameter) can take a long time, even
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days or weeks in extreme cases. Vis will attempt to write a
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state file every five minutes so that progress will not be
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lost in case the computer needs to be rebooted or an
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unexpected power outage occurs.</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 vis will attempt to detect the number
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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="7%">
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<p style="margin-top: 1em" valign="top"><b>-fast</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">Skip detailed
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calculations and calculate a very loose set of PVS data.
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Sometimes useful for a quick test while developing a
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map.</p> </td>
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</table>
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<p style="margin-left:11%;"><b>-level n</b></p>
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<p style="margin-left:22%;">Select a test level from 0 to 4
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for detailed visibility calculations. Lower levels are not
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necessarily faster in in all cases. It is not recommended
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that you change the default level unless you are
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experiencing problems. Default 4.</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="4%">
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<p style="margin-top: 1em" valign="top"><b>-v</b></p></td>
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<td width="7%"></td>
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<td width="30%">
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<p style="margin-top: 1em" valign="top">Verbose output.</p></td>
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<td width="48%">
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</td>
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<tr valign="top" align="left">
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<td width="11%"></td>
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<td width="4%">
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<p style="margin-top: 1em" valign="top"><b>-vv</b></p></td>
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<td width="7%"></td>
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<td width="30%">
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<p style="margin-top: 1em" valign="top">Very verbose
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output.</p> </td>
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<td width="48%">
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</td>
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</table>
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<p style="margin-left:11%;"><b>-noambientsky</b></p>
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<p style="margin-left:22%;">Disable ambient sound
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generation for textures with names beginning with
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’SKY’.</p>
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<p style="margin-left:11%;"><b>-noambientwater</b></p>
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<p style="margin-left:22%;">Disable ambient sound
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generation for textures with names beginning with
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’*WATER’ or ’*04WATER’.</p>
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<p style="margin-left:11%;"><b>-noambientslime</b></p>
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<p style="margin-left:22%;">Disable ambient sound
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generation for textures with names beginning with
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’*SLIME’.</p>
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<p style="margin-left:11%;"><b>-noambientlava</b></p>
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<p style="margin-left:22%;">Disable ambient sound
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generation for textures with names beginning with
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’*LAVA’.</p>
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<p style="margin-left:11%;"><b>-noambient</b></p>
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<p style="margin-left:22%;">Disable all ambient sound
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generation.</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">Kevin Shanahan
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(aka Tyrann) - http://disenchant.net <br>
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Eric Wasylishen <br>
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Based on source provided by id Software</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 post bug
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reports at https://github.com/ericwa/tyrutils-ericw/issues.
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<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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2017 Eric Wasylishen <br>
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Copyright (C) 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>light</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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