ericw-tools/light.txt

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NAME
light
SYNOPSIS
light [OPTION]... BSPFILE
DESCRIPTION
light 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.
OPTIONS
-threads n Set number of threads explicitly. By default light will
attempt to detect the number of CPUs/cores available.
-extra Calculate extra samples (2x2) and average the results
for smoother shadows.
-extra4 Calculate even more samples (4x4) and average the
results for smoother shadows.
-light n Set a global minimum light level. Overrides default
light level set in worldspawn.
-nominlimit Allow negative lights to reduce surface lighting below
the global minumum light level.
-dist n Scales the fade distance of all lights by a factor of n.
If n > 1 lights fade more quickly with distance and if
n < 1, lights fade more slowly with distance and light
reaches further.
-range n Scales the brightness range of all lights without
affecting their fade discance. Values of n > 0.5 makes
lights brighter and n < 0.5 makes lights less bright.
The same effect can be achieved on individual lights by
adjusting both the "light" and "wait" attributes.
-colored (DEPRECATED) Turn on coloured lighting support. By
-coloured default this will output a bsp in "BSP30" format, which
almost no Quake engines support. BSP30 support will be
removed in the near future.
-bsp30 (DEPRECATED) Output a bsp in BSP30 format.
-lit (DEPRECATED) Output coloured lighting in a separate
file with the .lit extension. This format will become
the default soon and this option will be removed.
NOTE: The plan for coloured lighting support in the future is to detect
entities with coloured light fields and automatically output a
.lit file in this case. I may add a -nocolour option if there is
a significant speed advantage.
ENTITY PARAMETERS
WORLDSPAWN PARAMETERS
"light" "n"
Set a global minimum light level of "n" 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.
"_sunlight" "n"
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 "_sun_mangle" paramter.
"_sun_mangle" "x y z"
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).
"_sunlight_color" "r g b"
Specify red(r), green(g) and blue(b) components for the colour of the
sunlight. RGB component values are between -255 and 255. Negative
values will cause colour subtraction from light cast by other entities.
LIGHT PARAMETERS
Light parameters can be used in any entity with a classname starting
with the first five letters "light". E.g. "light", "light_globe",
"light_flame_small_yellow", etc.
"light" "n"
Set the light intensity. Negative values are also allowed and will
cause the entity to subtract light cast by other entities. Default 300.
"wait" "n"
Scale the fade distance of the light by "n". Values of n > 1 make the
light fade more quickly with distance, and values < 1 make the light
fade more slowly (and thus reach further). Default 1.
"delay" "n"
Select an attenuation formaula for the light:
0 => Linear attenuation (default)
1 => 1/x attenuation
2 => 1/(x^2) attenuation
3 => No attenuation (light stays same brightness at any distance)
4 => "local minlight" - No attenuation and like minlight, it won't
raise the lighting above it's light value. Unlike minlight, it
will only affect surfaces within line of sight of the entity.
5 => 1/(x^2) attenuation, but slightly more attenuated and without
the extra bright effect that "delay 2" has near the source.
"_color" "r g b"
Specify red(r), green(g) and blue(b) components for the colour of the
light. RGB component values are between -255 and 255. Negative values
will cause colour subtraction from light cast by other entities.
"target" "name"
Turns the light into a spotlight, with the direction of light being
towards another entity with it's "targetname" parameter set to "name".
"mangle" "x y z"
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 "target" method.
"angle" "n"
Specifies the angle in degrees for a spotlight cone. Default 40.
"targetname" "name"
Turns the light into a switchable light, toggled by another entity
targeting it's name.
"style" "n"
Set the animated light style. Default 0.
AUTHOR
Written by Kevin Shanahan (aka Tyrann)
Based on source provided by id Software
http://disenchant.net
REPORTING BUGS
Please send bug reports to tyrann@disenchant.net.
Improvements to the documentation are welcome and encouraged.
COPYRIGHT
Copyright <20> 2013 Kevin Shanahan
Copyright <20> 1997 id Software
License GPLv2+: GNU GPL version 2 or later
<http://gnu.org/licenses/gpl2.html>.
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.
SEE ALSO
qbsp, vis, quake.