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Add lm_sunintensity documentation. Clean up styling of all ZDRay-related entries
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1 changed files with 14 additions and 13 deletions
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@ -157,10 +157,10 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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For lines with ACS specials (80-86 and 226), if arg0str is present and non-null, it
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will be used as the name of the script to execute, and arg0 will be ignored.
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lm_sampledist_line = <int>; // ZDRay customizable sampling distance for this line. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0
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lm_sampledist_top = <int>; // ZDRay customizable sampling distance for this line's top part. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0
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lm_sampledist_mid = <int>; // ZDRay customizable sampling distance for this line's middle part. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0
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lm_sampledist_bot = <int>; // ZDRay customizable sampling distance for this line's bottom part. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0
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lm_sampledist_line = <int>; // ZDRay customizable sampling distance for this line. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0.
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lm_sampledist_top = <int>; // ZDRay customizable sampling distance for this line's top part. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0.
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lm_sampledist_mid = <int>; // ZDRay customizable sampling distance for this line's middle part. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0.
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lm_sampledist_bot = <int>; // ZDRay customizable sampling distance for this line's bottom part. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0.
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}
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sidedef
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@ -231,10 +231,10 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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colorization_mid = <int>; // Sets a colorization record for the middle texture. Colorization records must be defined in TEXTURES.
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colorization_bottom = <int>; // Sets a colorization record for the lower texture. Colorization records must be defined in TEXTURES.
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lm_sampledist_line = <int>; // ZDRay customizable sampling distance for this sidedef. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0
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lm_sampledist_top = <int>; // ZDRay customizable sampling distance for this sidedef's top part. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0
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lm_sampledist_mid = <int>; // ZDRay customizable sampling distance for this sidedef's middle part. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0
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lm_sampledist_bot = <int>; // ZDRay customizable sampling distance for this sidedef's bottom part. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0
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lm_sampledist_line = <int>; // ZDRay customizable sampling distance for this sidedef. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0.
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lm_sampledist_top = <int>; // ZDRay customizable sampling distance for this sidedef's top part. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0.
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lm_sampledist_mid = <int>; // ZDRay customizable sampling distance for this sidedef's middle part. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0.
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lm_sampledist_bot = <int>; // ZDRay customizable sampling distance for this sidedef's bottom part. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0.
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skew_top = <int>; // enables skewing of wall textures, the skewing angle will be aligned to one of the 4 planes touching the floor.
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skew_middle = <int>; // Vertical texture alignment defines the position at the leftmost point of the wall.
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@ -390,9 +390,9 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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for Doom format maps so any map converter converting to the ZDoomTranslated namespace should
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set this flag for each tagged sector.
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lm_sampledist_floor = <int>; // ZDRay customizable sampling distance for this sector's floor. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0
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lm_sampledist_ceiling = <int>; // ZDRay customizable sampling distance for this sector's ceiling. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0
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lm_dynamic = <bool>; // ZDRay marks a sector's lightmaps as dynamic so that they may be updated in realtime (used for flickering lights, changing a lightmap light's position, color etc). Default = false
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lm_sampledist_floor = <int>; // ZDRay customizable sampling distance for this sector's floor. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0.
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lm_sampledist_ceiling = <int>; // ZDRay customizable sampling distance for this sector's ceiling. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0.
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lm_dynamic = <bool>; // ZDRay marks a sector's lightmaps as dynamic so that they may be updated in realtime (used for flickering lights, changing a lightmap light's position, color etc). Default = false.
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}
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thing
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@ -425,10 +425,11 @@ Note: All <bool> fields default to false unless mentioned otherwise.
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scale = <float>; // Vertical and horizontal scaling on thing. Default = 0 (ignored).
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floatbobphase = <int>; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default).
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lm_sampledist = <int>; // ZDRay lightmap sample distance for the entire map. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 8
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lm_sampledist = <int>; // ZDRay lightmap sample distance for the entire map. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 8.
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lm_suncolor = <int>; // ZDRay lightmap sun color. Default is white (0xFFFFFF).
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lm_sunintensity = <float>; // ZDRay lightmap sun intensity multiplier. Default = 1.0.
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light_softshadowradius = <float>; // ZDRay lightmap light and raytraced dynamic light soft shadow amount. Higher values produce softer shadows. Default = 5.0
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light_softshadowradius = <float>; // ZDRay lightmap light and raytraced dynamic light soft shadow amount. Higher values produce softer shadows. Default = 5.0.
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friendlyseeblocks = <int>; // How far (in block units) a friendly monster can see other monsters. Default 10
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