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INI File | 1996-10-30 | 6.3 KB | 195 lines |
- [BSP]
- ; BSP.INI Comments by Yahn Bernier. Written while watching the Braves roll over the Cardinals
- ; in game seven of the NLCS. Ouch.
- ;
- ; Uncomment the next line to display (in the status bar) info of no use to anyone
- ; except the programmer (counts number of brushes created and destroyed and same
- ; for entities and then displays total in maps. Helps to find "lost" brushes
- ; which can cause memory leaks;
- ;
- ;debugmode=1
- ;
- ; Set to 0 to disable ability to "drag" vertices on selected brush.
- ; Set to 1 to use the vertex_drag_sensitivity to determine how brush is manipulated by vertex
- ; dragging
- ; Set to 2 to use an alternate method (vertex_drag_sensitivity ignored).
- ; So, what's the technical difference? Fine. As you know, brush faces are defined by planes
- ; and planes are defined by sets of three points. As you also know, a vertex occurs at the
- ; intersection of three planes. The "plane" definition points don't necessarily correspond
- ; to vertices. How does vertex manipulation work then? First, I check the "on-screen"
- ; vertices for the "current" (Yellow) face and see if the user clicked on one of these
- ; vertices. If so, then I look at all of the brush faces and figure which ones also "include"
- ; this vertex.
- ;
- ; Because planes are defined by three points, to manipulate a "vertex" the user's selected
- ; vertex must become a definition point for each face that "vertex" is on. But you can't just
- ; swap any old plane definition point with the selected vertex. The vertices must be maintained
- ; in a certain order.
- ;
- ; Method (drag_vertex = 2) replaces the plane points with the "previous", "selected" and "next"
- ; vertices on the planes that are involved. Thus, for triangular faces, this works perfectly.
- ; But for faces with more points, manipulating the selected vertex causes the planes to
- ; pivot on the line joining the previous and next vertices. Try it and you will see what I
- ; mean. This is why I do not believe that vertex manipulation is useful. (at least from a
- ; leak minimization point of view).
- ;
- ; Method 1 is related. However, rather than picking the previous and next vertices on the
- ; screen representation, the following is done. A vector from the selected vertex to
- ; the next/previous vertex is calculated. The vector is normalized. Then the vector is
- ; scaled by the vertex_drag_sensitivity. Then the scaled vector is added to the
- ; selected vertex. Now, each plane is defined by the so-calculated previous vertex (v_d_s
- ; units from the selected one), the selected vertex, and the next vertex (again v_d_s units
- ; from the selected one). Thus, if the v_d_s is very small, then moving the vertex will make
- ; the involved planes move like crazy. Higher values of v_d_s will make the involved planes
- ; "change" less severely.
- ;
- drag_vertex=2
- ;
- ; Determines how much other "planes" get manipulated by dragging on a vertex. Lower
- ; numbers are more "sensitive"
- ;
- vertex_drag_sensitivity=32
- ;
- ; If set to 0, then only "vertical" planes can be dragged by clicking outside the face
- ; with the left mouse button. Higher numbers offer more of a "fudge factor"
- ;
- face_drag_percent=10
- ;
- ; The next setting determines how "close" to a vertex one must click in order to start
- ; dragging it...
- ;
- select_delta=4
- ;
- ; The next setting determines whether vertex drags are "snapped" to the grid. 1 = YES, 0 = NO
- ;
- vertex_use_grid=1
- ;
- ; Default name for new maps
- ;
- newmap=default.map
- ;
- ; Backup is not used yet
- ;
- backup=backup.map
- ;
- ; Directory where ents.qc and quake.pal files reside
- ; should end in a backslash "\"
- ;
- entity_qc_directory=c:\bsp\
- ;
- ; Directory where texture wads reside
- ;
- wad_directory=c:\bsp\
- ;
- ; Directory to save and load .map files from
- ;
- map_directory=c:\bsp\
- ;
- ; Directory for .bat batch files used to spawn qbsp.exe, vis.exe and light.exe
- ; NOTE: the working directory for .map files is the map_directory...
- ;
- bat_directory=c:\bsp\
- ;
- ; File name (no path!) of default texture wad.
- ; The file should exist in the "wad_directory"
- ;
- default_wad=wizard.wad
- ;
- ; Bitmap to use when a wad has a "bad" texture
- ;
- badtex=c:\bsp\badtex.bmp
- ;
- ; Number of steps per 360 degree turn when navigating the map with the keyboard
- ;
- steps_per_turn=16
- ;
- ; Set to 0 to have "groups" initially turned off
- ;
- groupmode=1
- ;
- ; Default grid size
- ;
- gridsize=8
- ;
- ; Default step for moving the camera with the keyboard, etc.
- ;
- stepsize=64
- ;
- ; Set to 1 to show the grid by default
- ;
- show_grid=0
- ;
- ; Set to 0 to not show the grid coordinate legends
- ;
- show_coordinates=1
- ;
- ; Set to 1 to automatically show entity names
- ;
- show_names=0
- ;
- ; Set to 1 to automatically display hit brush #'s in the 3D view.
- ;
- show_hits=0
- ;
- ; Set to 1 to show red square in 2D views. The square indicates the current
- ; eye position.
- ;
- showeye=1
- ;
- ; Clip all brushes farther than xxx from the current camera position.
- ;
- far_clip_distance=-8192
- ;
- ; Default colors
- ;
- fgcolor=255 255 255
- bgcolor=0 0 0
- ;
- ; Default grid colors
- ;
- majorgrid=0 127 255
- minorgrid=127 127 127
- ;
- ; Set to non-zero values to "brighten" textures.
- ;
- gammashift=0
- ;
- ; For users with 16bpp (High color) and 24bpp (True Color) video setups, this
- ; setting determines the order of pixel data: Possible values include
- ; rgb, bgr, rbg, brg, gbr, and grb.
- ;
- rgborder=bgr
- ;
- ; For users with 16bpp (High color) video setups, this setting determines the "weight"
- ; to attach to each of the red, green and blue components of the data. The order is set
- ; by the rgborder setting. Most common values are 555 and 565, but 655 and 556 are also
- ; valid.
- ;
- rgb16order=555
- ;
- ; Internal size of the 3D Texture mapped and flat shaded preview data. Setting to lower
- ; values will increase rendering speed, but lower quality. The converse is also true.
- ;
- render_width=320
- render_height=200
- ;
- ; ***************************************************************************************
- ;
- ; NEW FOR v. 0.52
- ;
- ; The next settings determine the size of the texture thumbnails in the texture browser
- ;
- texture_width=80
- texture_height=80
- ;
- ; The next setting is the default font for the BSP (not totally implemented yet)
- ;
- bsp_font=Arial
- ;
- ; The next setting is the default font size for BSP.
- ;
- bsp_font_size=14
- ;
- ; If you are still reading this, you have a lot of patience...
- ;
-