fix spelling

This commit is contained in:
Garux
2021-05-24 20:23:09 +03:00
parent 5efe29d863
commit 6c00419653
175 changed files with 414 additions and 414 deletions

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@@ -97,7 +97,7 @@ Actually deluxemaps being converted to tangentspace in StoreLigtmaps phase. "-de
- added "EmitMetaStats" printing in the end of BSP stage to show full meta statistics, not only for world. So all "_patchMeta 1" surfaces will be in it.
- added gametype-controlled structure fields for "-deluxe", "-subdivisions", "-nostyles", "-patchshadows". New "dq" (deluxequake), "prophecy" and "darkplaces" games uses them. Additionaly added "-nodeluxe", "-nopatchshadows", "-styles" to negate positive defaults.
- added gametype-controlled structure fields for "-deluxe", "-subdivisions", "-nostyles", "-patchshadows". New "dq" (deluxequake), "prophecy" and "darkplaces" games uses them. Additionally added "-nodeluxe", "-nopatchshadows", "-styles" to negate positive defaults.
- Floodligting code is changed to handle custom surfaces. And "q3map_floodlight <red> <green> <blue> <distance> <brightness> <low_quality>" shader keyword was added. Per-surfaces floodlight code does not intersect with global floodlight done by -floodlight of _floodlight worldspawn key, their effects get summarized. This is good way to light up surfacelight surfaces, such as water.

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@@ -205,7 +205,7 @@ Several map bugs can cause these 'solid' places in the AAS file.
snapping in the q3map tool those tiny brush faces can be snapped out
of existence. Such faces will not show up in Quake3 and you'll see
tiny peek holes or slits where you can view through the geometry.
Allign vertexes of and edges of adjacent brushes to remove and avoid
Align vertexes of and edges of adjacent brushes to remove and avoid
such tiny faces. Placing a clip brush in front of the face that is
snapped out of existence will also remove the 'solid' area but ofcourse
it's much better to remove the peek holes and slits.

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@@ -172,7 +172,7 @@ textures/skies/xtoxicsky_dm9
<p>Surfaces rendered with the polygonOffset keyword are rendered slightly off the polygon's surface. This is typically used for wall markings and "decals." The distance between the offset and the polygon is fixed. It is not a variable in Quake III Arena.</p>
<blockquote>
<h4>Design Notes:</h4>
<p>Use this for wall or floor markings, particularily for direction arrows for team games. Texture the brush with the decal shader on one face and the other faces with a nodraw shader. Then place the brush flush with the surface of the wall or floor.</p>
<p>Use this for wall or floor markings, particularly for direction arrows for team games. Texture the brush with the decal shader on one face and the other faces with a nodraw shader. Then place the brush flush with the surface of the wall or floor.</p>
<p>When using a _decal entity for texture projection, polygonOffset must be used to prevent Z-fighting. If you experience problems with depth sorting, try using sort 6.</p>
</blockquote>

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@@ -93,7 +93,7 @@
<p>Read as "do not enter". Like clusterportal, this is a bot-only property. A brush marked with donotenter will not affect non-bot players, but bots will not enter it. It should be used only when bots appear to have difficulty navigating around some map features. This does not physically stop the bot from entering a region (as with botclip). Bots will not enter the area on their own but may, for example, be blasted into the region with a rocket launcher. This keyword is found in "common/donotenter" so you shouldn't need to specify this.</p>
<blockquote>
<h4>Design Notes:</h4>
<p>donotenter can be (sparingly) used in space maps around the void or around lava/slime in certain places where bots have an overwhelming tendancy to commit suicide (lemming style).</p>
<p>donotenter can be (sparingly) used in space maps around the void or around lava/slime in certain places where bots have an overwhelming tendency to commit suicide (lemming style).</p>
</blockquote>
<h2 id="dust">surfaceparm dust</h2>