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Add initial manual section on creating lights
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Matthew Mott committed Aug 8, 2018
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24 changes: 24 additions & 0 deletions doc/manual.adoc
Expand Up @@ -508,3 +508,27 @@ properties of the sound shader itself, such as volume.
*Player start (info_player_start)*:: This entity tells the game engine where to
place the player when a map is first loaded. A map without such an entity will
not be playable.

==== Creating lights

To create a light, *Right click* in the 2D view and choose *Create light…*.
The position and size of the light volume depends on the current selection:

- If _nothing_ is selected, then a light volume will be created at the clicked
position with a default size.
- If a _single brush_ is selected, the brush will be deleted and the light
volume will match the size and position of the brush.
- If _several brushes_ are selected, then all selected brushes will be deleted
and the light volume will be sized according to the bounding box of the
brushes (i.e. the smallest box that would contain all of the brushes).

Unselected lights are shown in the 2D view as small boxes, while selected lights
also show the boundaries of the light volume.

.Light entity selected (left) and unselected (right)
image::LightSelectedAndUnselected.png[align="center"]

A selected light entity can be moved by dragging inside the small center box,
and it can be resized by dragging outside the edge of the light volume. Unlike
brushes, light volumes will by default resize symmetrically, so that the center
point does not move during the resize.
48 changes: 46 additions & 2 deletions doc/manual.html
Expand Up @@ -457,7 +457,11 @@ <h1>DarkRadiant User Guide</h1>
<li><a href="#_applying_textures_to_brushes">Applying textures to brushes</a></li>
</ul>
</li>
<li><a href="#_working_with_entities">Working with entities</a></li>
<li><a href="#_working_with_entities">Working with entities</a>
<ul class="sectlevel3">
<li><a href="#_creating_lights">Creating lights</a></li>
</ul>
</li>
</ul>
</li>
</ul>
Expand Down Expand Up @@ -1257,13 +1261,53 @@ <h3 id="_working_with_entities">Working with entities</h3>
</dd>
</dl>
</div>
<div class="sect3">
<h4 id="_creating_lights">Creating lights</h4>
<div class="paragraph">
<p>To create a light, <strong>Right click</strong> in the 2D view and choose <strong>Create light…</strong>.
The position and size of the light volume depends on the current selection:</p>
</div>
<div class="ulist">
<ul>
<li>
<p>If <em>nothing</em> is selected, then a light volume will be created at the clicked
position with a default size.</p>
</li>
<li>
<p>If a <em>single brush</em> is selected, the brush will be deleted and the light
volume will match the size and position of the brush.</p>
</li>
<li>
<p>If <em>several brushes</em> are selected, then all selected brushes will be deleted
and the light volume will be sized according to the bounding box of the
brushes (i.e. the smallest box that would contain all of the brushes).</p>
</li>
</ul>
</div>
<div class="paragraph">
<p>Unselected lights are shown in the 2D view as small boxes, while selected lights
also show the boundaries of the light volume.</p>
</div>
<div class="imageblock" style="text-align: center">
<div class="content">
<img src="img/LightSelectedAndUnselected.png" alt="LightSelectedAndUnselected">
</div>
<div class="title">Figure 4. Light entity selected (left) and unselected (right)</div>
</div>
<div class="paragraph">
<p>A selected light entity can be moved by dragging inside the small center box,
and it can be resized by dragging outside the edge of the light volume. Unlike
brushes, light volumes will by default resize symmetrically, so that the center
point does not move during the resize.</p>
</div>
</div>
</div>
</div>
</div>
</div>
<div id="footer">
<div id="footer-text">
Last updated 2018-08-07 21:18:13 BST
Last updated 2018-08-08 21:01:26 BST
</div>
</div>
</body>
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