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fix samplesize units in docs
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@@ -147,7 +147,7 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
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<li><strong><code>-meta</code>:</strong> Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)</li>
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<li><strong><code>-metaadequatescore</code> N:</strong> Adequate score for adding triangles to meta surfaces</li>
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<li><strong><code>-metagoodscore</code> N:</strong> Good score for adding triangles to meta surfaces</li>
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<li><strong><code>-minsamplesize</code> N:</strong> Sets minimum lightmap resolution in luxels/qu</li>
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<li><strong><code>-minsamplesize</code> N:</strong> Sets minimum lightmap resolution in qu/luxel</li>
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<li><strong><code>-mi</code> N:</strong> Sets the maximum number of indexes per surface</li>
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<li><strong><code>-mv</code> N:</strong> Sets the maximum number of vertices of a lightmapped surface</li>
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<li><strong><code>-ne</code> F:</strong> Normal epsilon for plane snapping etc.</li>
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@@ -168,7 +168,7 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
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<li><strong><code>-onlyents</code>:</strong> Only update entities in the BSP</li>
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<li><strong><code>-patchmeta</code>:</strong> Turn patches into triangle meshes for display</li>
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<li><strong><code>-rename</code>:</strong> Append "\_bsp" suffix to misc\_model shaders (needed for SoF2)</li>
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<li><strong><code>-samplesize</code> N:</strong> Sets default lightmap resolution in luxels/qu</li>
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<li><strong><code>-samplesize</code> N:</strong> Sets default lightmap resolution in qu/luxel</li>
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<li><strong><code>-skyfix</code>:</strong> Turn sky box into six surfaces to work around ATI problems</li>
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<li><strong><code>-snap</code> N:</strong> Snap brush bevel planes to the given number of units</li>
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<li><strong><code>-sRGBcolor</code>:</strong> Treat shader and light entity colors as sRGB colorspace</li>
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@@ -259,7 +259,7 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
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<li><strong><code>-lightmapsize</code> N:</strong> Size of lightmaps to generate (must be a power of two)</li>
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<li><strong><code>-lomem</code>:</strong> Low memory but slower lighting mode</li>
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<li><strong><code>-lowquality</code>:</strong> Low quality floodlight (appears to currently break floodlight)</li>
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<li><strong><code>-minsamplesize</code> N:</strong> Sets minimum lightmap resolution in luxels/qu</li>
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<li><strong><code>-minsamplesize</code> N:</strong> Sets minimum lightmap resolution in qu/luxel</li>
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<li><strong><code>-nobouncestore</code>:</strong> Store BSP, lightmap and shader files only once after last bounce</li>
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<li><strong><code>-nocollapse</code>:</strong> Do not collapse identical lightmaps</li>
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<li><strong><code>-nodeluxe</code>, <code>-nodeluxemap</code>:</strong> Disable deluxemapping</li>
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@@ -281,9 +281,9 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
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<li><strong><code>-pointscale</code> F, <code>-point</code> F:</strong> Scaling factor for spherical and spot point lights (light entities)</li>
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<li><strong><code>-q3</code>:</strong> Use nonlinear falloff curve by default (like Q3A)</li>
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<li><strong><code>-randomsamples</code>:</strong> Use random sampling for lightmaps</li>
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<li><strong><code>-rawlightmapsizelimit</code> N:</strong> Sets maximum lightmap resolution in luxels/qu (only affects patches if used -patchmeta in BSP stage)</li>
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<li><strong><code>-rawlightmapsizelimit</code> N:</strong> Sets maximum lightmap resolution in pixels (only affects patches if used -patchmeta in BSP stage)</li>
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<li><strong><code>-samplescale</code> F:</strong> Scales all lightmap resolutions</li>
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<li><strong><code>-samplesize</code> N:</strong> Sets default lightmap resolution in luxels/qu</li>
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<li><strong><code>-samplesize</code> N:</strong> Sets default lightmap resolution in qu/luxel</li>
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<li><strong><code>-samplessearchboxsize</code> N:</strong> Search box size (1 to 4) for lightmap adaptive supersampling</li>
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<li><strong><code>-samples</code> N:</strong> Adaptive supersampling quality</li>
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<li><strong><code>-saturation</code> F:</strong> Lighting saturation: default = 1, > 1 = saturate, 0 = grayscale, < 0 = complementary colors</li>
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@@ -109,7 +109,7 @@ static void HelpBsp()
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{ "-meta", "Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)" },
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{ "-metaadequatescore <N>", "Adequate score for adding triangles to meta surfaces" },
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{ "-metagoodscore <N>", "Good score for adding triangles to meta surfaces" },
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{ "-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu" },
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{ "-minsamplesize <N>", "Sets minimum lightmap resolution in qu/luxel" },
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{ "-mi <N>", "Sets the maximum number of indexes per surface" },
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{ "-mv <N>", "Sets the maximum number of vertices of a lightmapped surface" },
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{ "-ne <F>", "Normal epsilon for plane snapping etc." },
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@@ -130,7 +130,7 @@ static void HelpBsp()
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{ "-onlyents", "Only update entities in the BSP" },
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{ "-patchmeta", "Turn patches into triangle meshes for display" },
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{ "-rename", "Append suffix to miscmodel shaders (needed for SoF2)" },
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{ "-samplesize <N>", "Sets default lightmap resolution in luxels/qu" },
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{ "-samplesize <N>", "Sets default lightmap resolution in qu/luxel" },
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{ "-skyfix", "Turn sky box into six surfaces to work around ATI problems" },
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{ "-snap <N>", "Snap brush bevel planes to the given number of units" },
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{ "-sRGBcolor", "Treat shader and light entity colors as sRGB colorspace" },
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@@ -225,7 +225,7 @@ static void HelpLight()
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{ "-lightmapsize <N>", "Size of lightmaps to generate (must be a power of two)" },
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{ "-lomem", "Low memory but slower lighting mode" },
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{ "-lowquality", "Low quality floodlight (appears to currently break floodlight)" },
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{ "-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu" },
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{ "-minsamplesize <N>", "Sets minimum lightmap resolution in qu/luxel" },
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{ "-nobouncestore", "Store BSP, lightmap and shader files only once after last bounce" },
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{ "-nocollapse", "Do not collapse identical lightmaps" },
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{ "-nodeluxe, -nodeluxemap", "Disable deluxemapping" },
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@@ -247,9 +247,9 @@ static void HelpLight()
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{ "-pointscale <F>, -point <F>", "Scaling factor for spherical and spot point lights (light entities)" },
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{ "-q3", "Use nonlinear falloff curve by default (like Q3A)" },
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{ "-randomsamples", "Use random sampling for lightmaps" },
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{ "-rawlightmapsizelimit <N>", "Sets maximum lightmap resolution in luxels/qu (only affects patches if used -patchmeta in BSP stage)" },
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{ "-rawlightmapsizelimit <N>", "Sets maximum lightmap resolution in pixels (only affects patches if used -patchmeta in BSP stage)" },
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{ "-samplescale <F>", "Scales all lightmap resolutions" },
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{ "-samplesize <N>", "Sets default lightmap resolution in luxels/qu" },
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{ "-samplesize <N>", "Sets default lightmap resolution in qu/luxel" },
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{ "-samplessearchboxsize <N>", "Search box size (1 to 4) for lightmap adaptive supersampling" },
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{ "-samples <N>", "Adaptive supersampling quality" },
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{ "-saturation <F>", "Lighting saturation: default = 1, > 1 = saturate, 0 = grayscale, < 0 = complementary colors" },
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@@ -632,7 +632,7 @@ static bool AddSurfaceToRawLightmap( int num, rawLightmap_t& lm ){
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size[ i ] = ( maxs[ i ] - mins[ i ] ) / sampleSize + 1;
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/* hack (god this sucks) */
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if ( size[ i ] > lm.customWidth || size[ i ] > lm.customHeight || ( lmLimitSize && size[i] > lmLimitSize ) ) {
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if ( size[ i ] > lm.customWidth || size[ i ] > lm.customHeight || ( lmLimitSize && size[i] > lmLimitSize ) ) {
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i = -1;
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sampleSize += 1;
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}
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