720 lines
24 KiB
ReStructuredText
720 lines
24 KiB
ReStructuredText
=====
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light
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=====
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light - Caclulate lightmap data for a Quake BSP file
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Synopsis
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========
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**light** [OPTION]... BSPFILE
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Description
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===========
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**light** reads a Quake .bsp file and calculates light and shadow
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information based on the entity definitions contained in the .bsp. The
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.bsp file is updated with the new light data upon completion,
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overwriting any existing lighting data.
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Options
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=======
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.. program:: light
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| Note, any of the Worldspawn Keys listed in the next section can be
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supplied as command-line options, which will override any setting in
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worldspawn.
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Performance options:
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--------------------
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.. option:: -threads n
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Set number of threads explicitly. By default light will attempt to
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detect the number of CPUs/cores available.
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.. option:: -extra
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Calculate extra samples (2x2) and average the results for smoother
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shadows.
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.. option:: -extra4
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Calculate even more samples (4x4) and average the results for
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smoother shadows.
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.. option:: -gate n
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Set a minimum light level, below which can be considered zero
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brightness. This can dramatically speed up processing when there are
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large numbers of lights with inverse or inverse square falloff. In
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most cases, values less than 1.0 will cause no discernible visual
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differences. Default 0.001.
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.. option:: -sunsamples [n]
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Set the number of samples to use for "_sunlight_penumbra" and
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"_sunlight2" (sunlight2 may use more or less because of how the suns
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are set up in a sphere). Default 100.
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.. option:: -surflight_subdivide [n]
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| Configure spacing of all surface lights. Default 128 units. Minimum
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setting: 64 / max 2048. In the future I'd like to make this
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configurable per-surface-light.
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Output format options:
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----------------------
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.. option:: -lit
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Force generation of a .lit file, even if your map does not have any
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coloured lights. By default, light will automatically generate the
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.lit file when needed.
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.. option:: -onlyents
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Updates the entities lump in the bsp. You should run this after
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running qbsp with -onlyents, if your map uses any switchable lights.
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All this does is assign style numbers to each switchable light.
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.. option:: -litonly
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Generate a .lit file that is compatible with the .bsp without
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modifying the .bsp. This is meant for tweaking lighting or adding
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colored lights when you can't modify an existing .bsp (e.g. for
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multiplayer maps.) Typically you would make a temporary copy of the
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.bsp, update the lights in the entity lump (e.g. with "qbsp
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-onlyents"), then re-light it with "light -litonly". Engines may
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enforce a restriction that you can't make areas brighter than they
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originally were (cheat protection). Also, styled lights
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(flickering/switchable) can't be added in new areas or have their
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styles changed.
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.. option:: -nolighting
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Do all of the stuff required for lighting to work without actually
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performing any lighting calculations. This is mainly for engines that
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don't use the light data, but still need switchable lights, etc.
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Postprocessing options:
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-----------------------
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.. option:: -soft [n]
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| Perform post-processing on the lightmap which averages adjacent
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samples to smooth shadow edges. If n is specified, the algorithm
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will take 'n' samples on each side of the sample point and replace
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the original value with the average. e.g. a value of 1 results in
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averaging a 3x3 square centred on the original sample. 2 implies a
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5x5 square and so on. If -soft is specified, but n is omitted, a
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value will be the level of oversampling requested. If no
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oversampling, then the implied value is 1. -extra implies a value
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of 2 and -extra4 implies 3. Default 0 (off).
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Debug modes:
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------------
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.. option:: -dirtdebug
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Implies "-dirt", and renders just the dirtmap against a fullbright
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background, ignoring all lights in the map. Useful for previewing and
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turning the dirt settings.
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.. option:: -phongdebug
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Write normals to lit file for debugging phong shading.
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.. option:: -bouncedebug
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Write bounced lighting only to the lightmap for debugging /
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previewing -bounce.
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.. option:: -surflight_dump
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Saves the lights generated by surfacelights to a
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"mapname-surflights.map" file.
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.. option:: -novisapprox
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| Disable approximate visibility culling of lights, which has a small
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chance of introducing artifacts where lights cut off too soon.
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Experimental options:
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---------------------
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.. option:: -addmin
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Changes the behaviour of *minlight*. Instead of increasing low light
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levels to the global minimum, add the global minimum light level to
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all style 0 lightmaps. This may help reducing the sometimes uniform
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minlight effect.
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.. option:: -lit2
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Force generation of a .lit2 file, even if your map does not have any
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coloured lights.
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.. option:: -lux
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Generate a .lux file storing average incoming light directions for
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surfaces. Usable by FTEQW with "r_deluxemapping 1"
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.. option:: -lmscale n
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Equivalent to "_lightmap_scale" worldspawn key.
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.. option:: -bspxlit
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Writes rgb data into the bsp itself.
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.. option:: -bspx
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Writes both rgb and directions data into the bsp itself.
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.. option:: -novanilla
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Fallback scaled lighting will be omitted. Standard grey lighting will
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be omitted if there are coloured lights. Implies "-bspxlit". "-lit"
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will no longer be implied by the presence of coloured lights.
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.. option:: -wrnormals
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Writes normal data into the bsp itself.
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Model Entity Keys
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=================
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Worldspawn Keys
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---------------
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The following keys can be added to the *worldspawn* entity:
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.. worldspawn-key:: "light" "n"
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"_minlight" "n"
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Set a global minimum light level of "n" across the whole map. This is
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an easy 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. Default 0.
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.. worldspawn-key:: "_minlight_color" "r g b"
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"_mincolor" "r g b"
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Specify red(r), green(g) and blue(b) components for the colour of the
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minlight. RGB component values are between 0 and 255 (between 0 and 1
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is also accepted). Default is white light ("255 255 255").
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.. worldspawn-key:: "_dist" "n"
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Scales the fade distance of all lights by a factor of n. If n > 1
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lights fade more quickly with distance and if n < 1, lights fade more
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slowly with distance and light reaches further.
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.. worldspawn-key:: "_range" "n"
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Scales the brightness range of all lights without affecting their
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fade discance. Values of n > 0.5 makes lights brighter and n < 0.5
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makes lights less bright. The same effect can be achieved on
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individual lights by adjusting both the "light" and "wait"
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attributes.
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.. worldspawn-key:: "_sunlight" "n"
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Set the brightness of the sunlight coming from an unseen sun in the
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sky. Sky brushes (or more accurately bsp leafs with sky contents)
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will emit sunlight at an angle specified by the "_sun_mangle" key.
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Default 0.
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.. worldspawn-key:: "_anglescale" "n"
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"_anglesense" "n"
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Set the scaling of sunlight brightness due to the angle of incidence
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with a surface (more detailed explanation in the "_anglescale" light
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entity key below).
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.. worldspawn-key:: "_sunlight_mangle" "yaw pitch roll"
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"_sun_mangle" "yaw pitch roll"
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Specifies the direction of sunlight using yaw, pitch and roll in
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degrees. Yaw specifies the angle around the Z-axis from 0 to 359
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degrees and pitch specifies the angle from 90 (shining straight up)
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to -90 (shining straight down from above). Roll has no effect, so use
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any value (e.g. 0). Default is straight down ("0 -90 0").
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.. worldspawn-key:: "_sunlight_penumbra" "n"
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Specifies the penumbra width, in degrees, of sunlight. Useful values
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are 3-4 for a gentle soft edge, or 10-20+ for more diffuse sunlight.
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Default is 0.
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.. worldspawn-key:: "_sunlight_color" "r g b"
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Specify red(r), green(g) and blue(b) components for the colour of the
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sunlight. RGB component values are between 0 and 255 (between 0 and 1
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is also accepted). Default is white light ("255 255 255").
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.. worldspawn-key:: "_sunlight2" "n"
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Set the brightness of a dome of lights arranged around the upper
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hemisphere. (i.e. ambient light, coming from above the horizon).
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Default 0.
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.. worldspawn-key:: "_sunlight_color2" "r g b"
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"_sunlight2_color" "r g b"
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Specifies the colour of \_sunlight2, same format as
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"_sunlight_color". Default is white light ("255 255 255").
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.. worldspawn-key:: "_sunlight3" "n"
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Same as "_sunlight2", but for the bottom hemisphere (i.e. ambient
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light, coming from below the horizon). Combine "_sunlight2" and
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"_sunlight3" to have light coming equally from all directions, e.g.
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for levels floating in the clouds. Default 0.
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.. worldspawn-key:: "_sunlight_color3" "r g b"
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"_sunlight3_color" "r g b"
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Specifies the colour of "_sunlight3". Default is white light ("255
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255 255").
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.. worldspawn-key:: "_dirt" "n"
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1 enables dirtmapping (ambient occlusion) on all lights, borrowed
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from q3map2. This adds shadows to corners and crevices. You can
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override the global setting for specific lights with the "_dirt"
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light entity key or "_sunlight_dirt", "_sunlight2_dirt", and
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"_minlight_dirt" worldspawn keys. Default is no dirtmapping (-1).
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.. worldspawn-key:: "_sunlight_dirt" "n"
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1 enables dirtmapping (ambient occlusion) on sunlight, -1 to disable
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(making it illuminate the dirtmapping shadows). Default is to use the
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value of "_dirt".
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.. worldspawn-key:: "_sunlight2_dirt" "n"
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1 enables dirtmapping (ambient occlusion) on sunlight2/3, -1 to
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disable. Default is to use the value of "_dirt".
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.. worldspawn-key:: "_minlight_dirt" "n"
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1 enables dirtmapping (ambient occlusion) on minlight, -1 to disable.
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Default is to use the value of "_dirt".
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.. worldspawn-key:: "_dirtmode" "n"
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Choose between ordered (0, default) and randomized (1) dirtmapping.
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.. worldspawn-key:: "_dirtdepth" "n"
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Maximum depth of occlusion checking for dirtmapping, default 128.
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.. worldspawn-key:: "_dirtscale" "n"
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Scale factor used in dirt calculations, default 1. Lower values (e.g.
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0.5) make the dirt fainter, 2.0 would create much darker shadows.
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.. worldspawn-key:: "_dirtgain" "n"
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Exponent used in dirt calculation, default 1. Lower values (e.g. 0.5)
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make the shadows darker and stretch further away from corners.
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.. worldspawn-key:: "_dirtangle" "n"
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Cone angle in degrees for occlusion testing, default 88. Allowed
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range 1-90. Lower values can avoid unwanted dirt on arches, pipe
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interiors, etc.
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.. worldspawn-key:: "_gamma" "n"
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Adjust brightness of final lightmap. Default 1, >1 is brighter, <1 is
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darker.
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.. worldspawn-key:: "_lightmap_scale" "n"
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Forces all surfaces+submodels to use this specific lightmap scale.
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Removes "LMSHIFT" field.
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.. worldspawn-key:: "_bounce" "n"
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1 enables bounce lighting, disabled by default.
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.. worldspawn-key:: "_bouncescale" "n"
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Scales brightness of bounce lighting, default 1.
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.. worldspawn-key:: "_bouncecolorscale" "n"
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Weight for bounce lighting to use texture colors from the map:
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0=ignore map textures (default), 1=multiply bounce light color by
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texture color.
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.. worldspawn-key:: "_bouncestyled" "n"
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1 makes styled lights bounce (e.g. flickering or switchable lights),
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default is 0, they do not bounce.
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.. worldspawn-key:: "_spotlightautofalloff" "n"
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When set to 1, spotlight falloff is calculated from the distance to
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the targeted info_null. Ignored when "_falloff" is not 0. Default 0.
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Model Entity Keys
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-----------------
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The following keys can be used on any entity with a brush model.
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"_minlight", "_mincolor", "_dirt", "_phong", "_phong_angle",
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"_phong_angle_concave", "_shadow", "_bounce" are supported on
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func_detail/func_group as well, if qbsp from these tools is used.
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.. bmodel-key:: "_minlight" "n"
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Set the minimum light level for any surface of the brush model.
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Default 0.
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.. bmodel-key:: "_minlight_exclude" "texname"
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Faces with the given texture are excluded from receiving minlight on
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this brush model.
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.. bmodel-key:: "_minlight_color" "r g b"
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"_mincolor" "r g b"
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Specify red(r), green(g) and blue(b) components for the colour of the
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minlight. RGB component values are between 0 and 255 (between 0 and 1
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is also accepted). Default is white light ("255 255 255").
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.. bmodel-key:: "_shadow" "n"
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If n is 1, this model will cast shadows on other models and itself
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(i.e. "_shadow" implies "_shadowself"). Note that this doesn't
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magically give Quake dynamic lighting powers, so the shadows will not
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move if the model moves. Set to -1 on func_detail/func_group to
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prevent them from casting shadows. Default 0.
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.. bmodel-key:: "_shadowself" "n"
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"_selfshadow" "n"
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If n is 1, this model will cast shadows on itself if one part of the
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model blocks the light from another model surface. This can be a
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better compromise for moving models than full shadowing. Default 0.
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.. bmodel-key:: "_shadowworldonly" "n"
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If n is 1, this model will cast shadows on the world only (not other
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bmodels).
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.. bmodel-key:: "_switchableshadow" "n"
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If n is 1, this model casts a shadow that can be switched on/off
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using QuakeC. To make this work, a lightstyle is automatically
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assigned and stored in a key called "switchshadstyle", which the
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QuakeC will need to read and call the "lightstyle()" builtin with "a"
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or "m" to switch the shadow on or off. Entities sharing the same
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targetname, and with "_switchableshadow" set to 1, will share the
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same lightstyle.
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These models are only able to block style 0 light (i.e., non-flickering
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or switchable lights). Flickering or switchable lights will shine
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through the switchable shadow casters, regardless of whether the shadow
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is off or on.
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.. bmodel-key:: "_dirt" "n"
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For brush models, -1 prevents dirtmapping on the brush model. Useful
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if the bmodel touches or sticks into the world, and you want to
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prevent those areas from turning black. Default 0.
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.. bmodel-key:: "_phong" "n"
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1 enables phong shading on this model with a default \_phong_angle of
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89 (softens columns etc).
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.. bmodel-key:: "_phong_angle" "n"
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Enables phong shading on faces of this model with a custom angle.
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Adjacent faces with normals this many degrees apart (or less) will be
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smoothed. Consider setting "_anglescale" to "1" on lights or
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worldspawn to make the effect of phong shading more visible. Use the
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"-phongdebug" command-line flag to save the interpolated normals to
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the lightmap for previewing (use "r_lightmap 1" or "gl_lightmaps 1"
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in your engine to preview.)
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.. bmodel-key:: "_phong_angle_concave" "n"
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Optional key for setting a different angle threshold for concave
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joints. A pair of faces will either use "_phong_angle" or
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"_phong_angle_concave" as the smoothing threshold, depending on
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whether the joint between the faces is concave or not.
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"_phong_angle(_concave)" is the maximum angle (in degrees) between
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the face normals that will still cause the pair of faces to be
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smoothed. The minimum setting for "_phong_angle_concave" is 1, this
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should make all concave joints non-smoothed (unless they're less than
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1 degree apart, almost a flat plane.) If it's 0 or unset, the same
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value as "_phong_angle" is used.
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.. bmodel-key:: "_lightignore" "n"
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1 makes a model receive minlight only, ignoring all lights /
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sunlight. Could be useful on rotators / trains.
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.. bmodel-key:: "_bounce" "n"
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Set to -1 to prevent this model from bouncing light (i.e. prevents
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its brushes from emitting bounced light they receive from elsewhere.)
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Only has an effect if "_bounce" is enabled in worldspawn.
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Light Entity Keys
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=================
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Light entity keys can be used in any entity with a classname starting
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with the first five letters "light". E.g. "light", "light_globe",
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"light_flame_small_yellow", etc.
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.. light-key:: "light" "n"
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Set the light intensity. Negative values are also allowed and will
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cause the entity to subtract light cast by other entities. Default
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300.
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.. light-key:: "wait" "n"
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Scale the fade distance of the light by "n". Values of n > 1 make the
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light fade more quickly with distance, and values < 1 make the light
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fade more slowly (and thus reach further). Default 1.
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.. light-key:: "delay" "n"
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Select an attenuation formaula for the light:
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::
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0 => Linear attenuation (default)
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1 => 1/x attenuation
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2 => 1/(x^2) attenuation
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3 => No attenuation (same brightness at any distance)
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4 => "local minlight" - No attenuation and like minlight,
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it won't raise the lighting above it's light value.
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Unlike minlight, it will only affect surfaces within
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line of sight of the entity.
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5 => 1/(x^2) attenuation, but slightly more attenuated and
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without the extra bright effect that "delay 2" has
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near the source.
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.. light-key:: "_falloff" "n"
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Sets the distance at which the light drops to 0, in map units.
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In this mode, "wait" is ignored and "light" only controls the brightness
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at the center of the light, and no longer affects the falloff distance.
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Only supported on linear attenuation (delay 0) lights currently.
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.. light-key:: "_color" "r g b"
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Specify red(r), green(g) and blue(b) components for the colour of the
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light. RGB component values are between 0 and 255 (between 0 and 1 is
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also accepted). Default is white light ("255 255 255").
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.. light-key:: "target" "name"
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Turns the light into a spotlight, with the direction of light being
|
|
towards another entity with it's "targetname" key set to "name".
|
|
|
|
.. light-key:: "mangle" "yaw pitch roll"
|
|
|
|
Turns the light into a spotlight and specifies the direction of light
|
|
using yaw, pitch and roll 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.
|
|
|
|
.. light-key:: "angle" "n"
|
|
|
|
Specifies the angle in degrees for a spotlight cone. Default 40.
|
|
|
|
.. light-key:: "_softangle" "n"
|
|
|
|
Specifies the angle in degrees for an inner spotlight cone (must be
|
|
less than the "angle" cone. Creates a softer transition between the
|
|
full brightness of the inner cone to the edge of the outer cone.
|
|
Default 0 (disabled).
|
|
|
|
.. light-key:: "targetname" "name"
|
|
|
|
Turns the light into a switchable light, toggled by another entity
|
|
targeting it's name.
|
|
|
|
.. light-key:: "style" "n"
|
|
|
|
Set the animated light style. Default 0.
|
|
|
|
.. light-key:: "_anglescale" "n"
|
|
"_anglesense" "n"
|
|
|
|
Sets a scaling factor for how much influence the angle of incidence
|
|
of light on a surface has on the brightness of the surface. *n* 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.
|
|
|
|
.. light-key:: "_dirtscale" "n"
|
|
"_dirtgain" "n"
|
|
|
|
Override the global "_dirtscale" or "_dirtgain" settings to change
|
|
how this light is affected by dirtmapping (ambient occlusion). See
|
|
descriptions of these keys in the worldspawn section.
|
|
|
|
.. light-key:: "_dirt" "n"
|
|
|
|
Overrides the worldspawn setting of "_dirt" 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.
|
|
|
|
.. light-key:: "_deviance" "n"
|
|
|
|
Split up the light into a sphere of randomly positioned lights within
|
|
radius "n" (in world units). Useful to give shadows a wider penumbra.
|
|
"_samples" specifies the number of lights in the sphere. The "light"
|
|
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.
|
|
|
|
.. light-key:: "_samples" "n"
|
|
|
|
Number of lights to use for "_deviance". Default 16 (only used if
|
|
"_deviance" is set).
|
|
|
|
.. light-key:: "_surface" "texturename"
|
|
|
|
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.
|
|
|
|
.. light-key:: "_surface_offset" "n"
|
|
|
|
Controls the offset lights are placed above surfaces for "_surface".
|
|
Default 2.
|
|
|
|
.. light-key:: "_surface_spotlight" "n"
|
|
|
|
For a surface light template (i.e. a light with "_surface" set),
|
|
setting this to "1" makes each instance into a spotlight, with the
|
|
direction of light pointing along the surface normal. In other words,
|
|
it automatically sets "mangle" on each of the generated lights.
|
|
|
|
.. light-key:: "_project_texture" "texture"
|
|
|
|
Specifies that a light should project this texture. The texture must
|
|
be used in the map somewhere.
|
|
|
|
.. light-key:: "_project_mangle" "yaw pitch roll"
|
|
|
|
Specifies the yaw/pitch/roll angles for a texture projection
|
|
(overriding mangle).
|
|
|
|
.. light-key:: "_project_fov" "n"
|
|
|
|
Specifies the fov angle for a texture projection. Default 90.
|
|
|
|
.. light-key:: "_bouncescale" "n"
|
|
|
|
Scales the amount of light that is contributed by bounces. Default is
|
|
1.0, 0.0 disables bounce lighting for this light.
|
|
|
|
.. light-key:: "_sun" "n"
|
|
|
|
Set to 1 to make this entity a sun, as an alternative to using the
|
|
sunlight worldspawn keys. If the light targets an info_null entity,
|
|
the direction towards that entity sets sun direction. The light
|
|
itself is disabled, so it can be placed anywhere in the map.
|
|
|
|
The following light properties correspond to these sunlight settings:
|
|
|
|
::
|
|
|
|
light => _sunlight
|
|
mangle => _sunlight_mangle
|
|
deviance => _sunlight_penumbra
|
|
_color => _sunlight_color
|
|
_dirt => _sunlight_dirt
|
|
_anglescale => _anglescale
|
|
style => flicker style for styled sunlight
|
|
targetname => targetname for switchable sunlight
|
|
_suntexture => this sunlight is only emitted from faces with this texture name
|
|
|
|
.. light-key:: "_sunlight2" "n"
|
|
|
|
Set to 1 to make this entity control the upper dome lighting emitted
|
|
from sky faces, as an alternative to the worldspawn key "_sunlight2".
|
|
The light entity itself is disabled, so it can be placed anywhere in
|
|
the map.
|
|
|
|
The following light properties correspond to these sunlight settings:
|
|
|
|
::
|
|
|
|
light => _sunlight2
|
|
_color => _sunlight2_color
|
|
_dirt => _sunlight2_dirt
|
|
_anglescale => _anglescale
|
|
style => flicker style for styled dome light
|
|
targetname => targetname for switchable sunlight
|
|
_suntexture => this sunlight is only emitted from faces with this texture name
|
|
|
|
.. light-key:: "_sunlight3" "n"
|
|
|
|
Same as "_sunlight2", but for the lower hemisphere.
|
|
|
|
.. light-key:: "_nostaticlight" "n"
|
|
|
|
Set to 1 to make the light compiler ignore this entity (prevents it
|
|
from casting any light). e.g. could be useful with rtlights.
|
|
|
|
Other Information
|
|
=================
|
|
|
|
The "\b" escape sequence toggles red text on/off, you can use this in
|
|
any strings in the map file. e.g. "message" "Here is \\bsome red
|
|
text\b..."
|
|
|
|
Author
|
|
======
|
|
|
|
| Eric Wasylishen
|
|
| Kevin Shanahan (aka Tyrann) - http://disenchant.net
|
|
| David Walton (aka spike)
|
|
| Based on source provided by id Software
|
|
|
|
Reporting Bugs
|
|
==============
|
|
|
|
| Please post bug reports at
|
|
https://github.com/ericwa/ericw-tools/issues.
|
|
| Improvements to the documentation are welcome and encouraged.
|
|
|
|
Copyright
|
|
=========
|
|
|
|
| Copyright (C) 2017 Eric Wasylishen
|
|
| Copyright (C) 2013 Kevin Shanahan
|
|
| Copyright (C) 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**\ (1) **vis**\ (1) **bspinfo**\ (1) **bsputil**\ (1)
|
|
**quake**\ (6)
|