docs: add new feature to mbspc.html

This commit is contained in:
Garux 2020-05-03 12:02:10 +03:00
parent 7fca3904a5
commit 0dd0859dd3

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