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Add VKDoom's lm_ao and lm_bounce to the UDMF specs
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1 changed files with 9 additions and 7 deletions
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@ -425,17 +425,19 @@ 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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// ZDRayInfo fields [VKDOOM]
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lm_sampledist = <int>; // lightmap sample distance for the entire map. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 8 [VKDOOM]
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lm_suncolor = <int>; // lightmap sun color. Default is white (0xFFFFFF). [VKDOOM]
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lm_sunintensity = <float>; // lightmap sun intensity multiplier. Default = 1.0 [VKDOOM]
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lm_ao = <bool>; // enables ambient occlusion baking with VKTool. [VKDOOM]
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lm_bounce = <bool>; // enables bounce light baking with VKTool. [VKDOOM]
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light_softshadowradius = <float>; // lightmap light and raytraced dynamic light soft shadow amount. Higher values produce softer shadows. Default = 5.0 [VKDOOM]
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light_strength = <float>; // Light strenght for Inverse-square falloff lights. Default = 0.0 (auto) [VKDOOM]
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light_noshadowmap = <bool>; // Disable shadows for light [VKDOOM]
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light_dontlightactors = <bool>; // Don't light actors [VKDOOM]
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light_dontlightmap = <bool>; // Don't light map geometry [VKDOOM]
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// Dynamic and lightmap light fields [VKDOOM]
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light_softshadowradius = <float>; // lightmap light and raytraced dynamic light soft shadow amount. Higher values produce softer shadows. Default = 5.0 [VKDOOM]
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light_strength = <float>; // Light strength for Inverse-square falloff lights. Default = 0.0 (auto) [VKDOOM]
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light_noshadowmap = <bool>; // Disable shadows for light [VKDOOM]
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light_dontlightactors = <bool>; // Don't light actors [VKDOOM]
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light_dontlightmap = <bool>; // Don't light map geometry [VKDOOM]
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friendlyseeblocks = <int>; // How far (in block units) a friendly monster can see other monsters. Default 10
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