From 3fb92e22fdb76d4e3d4d8e31d6a0543e914677f4 Mon Sep 17 00:00:00 2001 From: Alibek Omarov Date: Mon, 26 Aug 2024 17:12:24 +0300 Subject: [PATCH] Documentation: extensions: add documentation piece for lightmapped water --- Documentation/extensions/litwater.md | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) create mode 100644 Documentation/extensions/litwater.md diff --git a/Documentation/extensions/litwater.md b/Documentation/extensions/litwater.md new file mode 100644 index 00000000..cb0c5b53 --- /dev/null +++ b/Documentation/extensions/litwater.md @@ -0,0 +1,19 @@ +## Lightmapped water + +Xash3D FWGS supports lightmapped water, as an extension. It adds three new cvars and new worldspawn key values. + +### For level designers: + +If you're a level designer and intend to make your level to have lightmapped water, you can put these keyvalues to worldspawn entity description (always first entity in entities list): + +| Key | Value | Description | +| ---------------------- | ------- | ----------- | +| `_litwater` | integer | Set to any non-zero value to enable lightmapped water. Overrides `gl_litwater_force` cvar value. | +| `_litwater_minlight` | integer | Minimal lightmap value water surface will receive. Helps to avoid too dark areas when water isn't properly lit. If not set, defaults to zero. | +| `_litwater_scale` | float | Scales up lightmap value for water surfaces. If not set, defaults to 1.0. | + +### For players: + +Some of the maps already have computed lightmap for water surfaces and sometimes water has been properly lit but the support hasn't been declared by the level designer. + +As a player, you can enable it in `Video options` menu or through console with `gl_litwater_force` cvar. There are also `gl_litwater_minlight` and `gl_litwater_scale` cvars that function similar to keys above. The default values has been set to `192` and `1.25` respectively to slightly avoid issues with maps that wasn't intended to have lightmapped water.