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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Debug options for Lightmass. More...
Public Member Functions | |
Functions | |
| void | SetbDumpBinaryFiles (bool Value) |
| If true, the generate coefficients will be dumped to binary files. | |
| void | SetbDebugMode (bool Value) |
| If false, UnrealLightmass.exe is launched automatically (default) If true, it must be launched manually (e.g. through a debugger) with the -debug command line parameter. | |
| void | SetbStatsEnabled (bool Value) |
| If true, all participating Lightmass agents will report back detailed stats to the log. | |
| void | SetbGatherBSPSurfacesAcrossComponents (bool Value) |
| If true, BSP surfaces split across model components are joined into 1 mapping. | |
| void | SetbUseImmediateImport (bool Value) |
| If true, Lightmass will import mappings immediately as they complete. It will not process them, however. | |
| void | SetbImmediateProcessMappings (bool Value) |
| If true, Lightmass will process appropriate mappings as they are imported. NOTE: Requires ImmediateMode be enabled to actually work. | |
| void | SetbSortMappings (bool Value) |
| If true, Lightmass will sort mappings by texel cost. | |
| FLightmassDebugOptions & | opAssign (FLightmassDebugOptions Other) |
| void | SetbDebugMaterials (bool Value) |
| If true, Lightmass will write out BMPs for each generated material property sample to <GAME>\ScreenShots\Materials. | |
| void | SetbPadMappings (bool Value) |
| If true, Lightmass will pad the calculated mappings to reduce/eliminate seams. | |
| void | SetbDebugPaddings (bool Value) |
| If true, will fill padding of mappings with a color rather than the sampled edges. Means nothing if bPadMappings is not enabled... | |
| void | SetbOnlyCalcDebugTexelMappings (bool Value) |
| If true, only the mapping containing a debug texel will be calculated, all others will be set to white. | |
| void | SetbUseRandomColors (bool Value) |
| If true, color lightmaps a random color. | |
| void | SetbColorBordersGreen (bool Value) |
| If true, a green border will be placed around the edges of mappings. | |
| void | SetbColorByExecutionTime (bool Value) |
| If true, Lightmass will overwrite lightmap data with a shade of red relating to how long it took to calculate the mapping (Red = Time / ExecutionTimeDivisor). | |
Public Attributes | |
LightmassDebugOptions | |
| float32 | ExecutionTimeDivisor |
| The amount of time that will be count as full red when bColorByExecutionTime is enabled. | |
| float32 | CoplanarTolerance |
| The tolerance level used when gathering BSP surfaces. | |
Debug options for Lightmass.
| FLightmassDebugOptions & opAssign | ( | FLightmassDebugOptions | Other | ) |
| void SetbColorBordersGreen | ( | bool | Value | ) |
If true, a green border will be placed around the edges of mappings.
| void SetbColorByExecutionTime | ( | bool | Value | ) |
If true, Lightmass will overwrite lightmap data with a shade of red relating to how long it took to calculate the mapping (Red = Time / ExecutionTimeDivisor).
| void SetbDebugMaterials | ( | bool | Value | ) |
If true, Lightmass will write out BMPs for each generated material property sample to <GAME>\ScreenShots\Materials.
| void SetbDebugMode | ( | bool | Value | ) |
If false, UnrealLightmass.exe is launched automatically (default) If true, it must be launched manually (e.g. through a debugger) with the -debug command line parameter.
| void SetbDebugPaddings | ( | bool | Value | ) |
If true, will fill padding of mappings with a color rather than the sampled edges. Means nothing if bPadMappings is not enabled...
| void SetbDumpBinaryFiles | ( | bool | Value | ) |
If true, the generate coefficients will be dumped to binary files.
| void SetbGatherBSPSurfacesAcrossComponents | ( | bool | Value | ) |
If true, BSP surfaces split across model components are joined into 1 mapping.
| void SetbImmediateProcessMappings | ( | bool | Value | ) |
If true, Lightmass will process appropriate mappings as they are imported. NOTE: Requires ImmediateMode be enabled to actually work.
| void SetbOnlyCalcDebugTexelMappings | ( | bool | Value | ) |
If true, only the mapping containing a debug texel will be calculated, all others will be set to white.
| void SetbPadMappings | ( | bool | Value | ) |
If true, Lightmass will pad the calculated mappings to reduce/eliminate seams.
| void SetbSortMappings | ( | bool | Value | ) |
If true, Lightmass will sort mappings by texel cost.
| void SetbStatsEnabled | ( | bool | Value | ) |
If true, all participating Lightmass agents will report back detailed stats to the log.
| void SetbUseImmediateImport | ( | bool | Value | ) |
If true, Lightmass will import mappings immediately as they complete. It will not process them, however.
| void SetbUseRandomColors | ( | bool | Value | ) |
If true, color lightmaps a random color.
| float32 CoplanarTolerance |
The tolerance level used when gathering BSP surfaces.
| float32 ExecutionTimeDivisor |
The amount of time that will be count as full red when bColorByExecutionTime is enabled.