From 2515ddf414ea6af922f6dc9683c29a75efed3119 Mon Sep 17 00:00:00 2001 From: nashmuhandes Date: Sun, 22 Dec 2024 01:59:52 +0800 Subject: [PATCH] Add lm_sunintensity documentation. Clean up styling of all ZDRay-related entries --- specs/udmf_zdoom.txt | 27 ++++++++++++++------------- 1 file changed, 14 insertions(+), 13 deletions(-) diff --git a/specs/udmf_zdoom.txt b/specs/udmf_zdoom.txt index 575b881edd9..dcc08948265 100644 --- a/specs/udmf_zdoom.txt +++ b/specs/udmf_zdoom.txt @@ -157,10 +157,10 @@ Note: All fields default to false unless mentioned otherwise. For lines with ACS specials (80-86 and 226), if arg0str is present and non-null, it will be used as the name of the script to execute, and arg0 will be ignored. - lm_sampledist_line = ; // ZDRay customizable sampling distance for this line. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0 - lm_sampledist_top = ; // 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 - lm_sampledist_mid = ; // 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 - lm_sampledist_bot = ; // 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 + lm_sampledist_line = ; // ZDRay customizable sampling distance for this line. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0. + lm_sampledist_top = ; // 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. + lm_sampledist_mid = ; // 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. + lm_sampledist_bot = ; // 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. } sidedef @@ -231,10 +231,10 @@ Note: All fields default to false unless mentioned otherwise. colorization_mid = ; // Sets a colorization record for the middle texture. Colorization records must be defined in TEXTURES. colorization_bottom = ; // Sets a colorization record for the lower texture. Colorization records must be defined in TEXTURES. - lm_sampledist_line = ; // ZDRay customizable sampling distance for this sidedef. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0 - lm_sampledist_top = ; // 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 - lm_sampledist_mid = ; // 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 - lm_sampledist_bot = ; // 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 + lm_sampledist_line = ; // ZDRay customizable sampling distance for this sidedef. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 0. + lm_sampledist_top = ; // 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. + lm_sampledist_mid = ; // 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. + lm_sampledist_bot = ; // 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. skew_top = ; // enables skewing of wall textures, the skewing angle will be aligned to one of the 4 planes touching the floor. skew_middle = ; // Vertical texture alignment defines the position at the leftmost point of the wall. @@ -390,9 +390,9 @@ Note: All fields default to false unless mentioned otherwise. for Doom format maps so any map converter converting to the ZDoomTranslated namespace should set this flag for each tagged sector. - lm_sampledist_floor = ; // 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 - lm_sampledist_ceiling = ; // 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 - lm_dynamic = ; // 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 + lm_sampledist_floor = ; // 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. + lm_sampledist_ceiling = ; // 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. + lm_dynamic = ; // 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. } thing @@ -425,10 +425,11 @@ Note: All fields default to false unless mentioned otherwise. scale = ; // Vertical and horizontal scaling on thing. Default = 0 (ignored). floatbobphase = ; // Sets the thing's floatbobphase. Valid phase values are 0-63. Default = -1 (use actor class default). - lm_sampledist = ; // ZDRay lightmap sample distance for the entire map. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 8 + lm_sampledist = ; // ZDRay lightmap sample distance for the entire map. Defines the map units each lightmap texel covers. Must be in powers of two. Default = 8. lm_suncolor = ; // ZDRay lightmap sun color. Default is white (0xFFFFFF). + lm_sunintensity = ; // ZDRay lightmap sun intensity multiplier. Default = 1.0. - light_softshadowradius = ; // ZDRay lightmap light and raytraced dynamic light soft shadow amount. Higher values produce softer shadows. Default = 5.0 + light_softshadowradius = ; // ZDRay lightmap light and raytraced dynamic light soft shadow amount. Higher values produce softer shadows. Default = 5.0. friendlyseeblocks = ; // How far (in block units) a friendly monster can see other monsters. Default 10