G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FLightmassDebugOptions Struct Reference

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.

Detailed Description

Debug options for Lightmass.

Member Function Documentation

◆ opAssign()

◆ SetbColorBordersGreen()

void SetbColorBordersGreen ( bool Value)

If true, a green border will be placed around the edges of mappings.

◆ SetbColorByExecutionTime()

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).

◆ SetbDebugMaterials()

void SetbDebugMaterials ( bool Value)

If true, Lightmass will write out BMPs for each generated material property sample to <GAME>\ScreenShots\Materials.

◆ SetbDebugMode()

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.

◆ SetbDebugPaddings()

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...

◆ SetbDumpBinaryFiles()

void SetbDumpBinaryFiles ( bool Value)

If true, the generate coefficients will be dumped to binary files.

◆ SetbGatherBSPSurfacesAcrossComponents()

void SetbGatherBSPSurfacesAcrossComponents ( bool Value)

If true, BSP surfaces split across model components are joined into 1 mapping.

◆ SetbImmediateProcessMappings()

void SetbImmediateProcessMappings ( bool Value)

If true, Lightmass will process appropriate mappings as they are imported. NOTE: Requires ImmediateMode be enabled to actually work.

◆ SetbOnlyCalcDebugTexelMappings()

void SetbOnlyCalcDebugTexelMappings ( bool Value)

If true, only the mapping containing a debug texel will be calculated, all others will be set to white.

◆ SetbPadMappings()

void SetbPadMappings ( bool Value)

If true, Lightmass will pad the calculated mappings to reduce/eliminate seams.

◆ SetbSortMappings()

void SetbSortMappings ( bool Value)

If true, Lightmass will sort mappings by texel cost.

◆ SetbStatsEnabled()

void SetbStatsEnabled ( bool Value)

If true, all participating Lightmass agents will report back detailed stats to the log.

◆ SetbUseImmediateImport()

void SetbUseImmediateImport ( bool Value)

If true, Lightmass will import mappings immediately as they complete. It will not process them, however.

◆ SetbUseRandomColors()

void SetbUseRandomColors ( bool Value)

If true, color lightmaps a random color.

Member Data Documentation

◆ CoplanarTolerance

float32 CoplanarTolerance

The tolerance level used when gathering BSP surfaces.

◆ ExecutionTimeDivisor

float32 ExecutionTimeDivisor

The amount of time that will be count as full red when bColorByExecutionTime is enabled.