docs: add new feature to mbspc.html
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@ -52,11 +52,10 @@ with MBSPC:
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<p>
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When MBSPC is used for converting BSP files to MAP files, the correct
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texture name is written for every brush side. However, texture alignment
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info (shift, scale, rotation) is not written to the MAP file. It is not
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trivial to obtain this info from the BSP, and I did not need it when I
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coded this modification, sorry. If you need this functionality, add the
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necessary code.
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texture name is written for every brush side. However, correct texture alignment
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info (shift, scale, rotation) is not written to the MAP file, when converting Quake 3 maps.
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As for Quake 1/2, SiN and Half-Life, alignment info is half right for regular map format (-bsp2map)
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and is correct, when using Valve 220 one (-bsp2map220).
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<p>
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<h3>Usage</h3>
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@ -100,6 +99,7 @@ List of options recognized by MBSPC:
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onlyents file.bsp update entity list from file.ent(*) file.bsp
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texinfo file.bsp extract texture list file.txi
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bsp2map file.bsp create MAP from BSP file.map
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bsp2map220 file.bsp create Valve 220 MAP from BSP file.map
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bsp2aas file.bsp create AAS from BSP file.aas
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reach file.bsp compute reachability and clusters file.aas
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cluster file.aas compute clusters file.aas
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@ -141,7 +141,7 @@ Several metacharacter may be used in the paths of the input file:
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<p>
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.pk3 files are accessed as if they are normal folders. For instance
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use "d:\quake3\baseq3\pak0.pk3\maps/q3dm1.bsp" to access the
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map q3dm1.bsp from the pak0.pk3 file.
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map q3dm1.bsp from the pak0.pk3 file.
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<p>
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Multiple files may be listed after the switches bsp2map, bsp2aas, reach,
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