ca98eef652
git-svn-id: https://svn.code.sf.net/p/speed-dreams/code/trunk@46 30fe4595-0a0c-4342-8851-515496e4dcbd Former-commit-id: be0e10b93f05811510ead4a5919d610e93ad35c0 Former-commit-id: 9b7981a73e40d49ebecc4c2386ee75e160a5fd49
89 lines
2.3 KiB
Groff
89 lines
2.3 KiB
Groff
.TH "Ac3d Compiler" "6" "1.4" "Rudy Godoy" "Games"
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.SH "NAME"
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.LP
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accc-ng \- Ac3d Compiler
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.SH "SYNTAX"
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.LP
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accc [option] <inputfile> <outputfile> [dist][-order orderstring]
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.SH "DESCRIPTION"
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.TP
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This manual describes the Ac3d compiler application that is shipped with the game TORCS-NG.
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.SH "OPTIONS"
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.TP
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.B \-strip
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stripify any ac3d output models
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.TP
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.B +o
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ac3d to ac3d: the result file is optimized in using groups by zone of
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track track must be named TKMNxxx dist is used to determine the distance
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of the objects
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.TP
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.B +om
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ac3d to ac3d: the result is a vertex merged unique obj for smooth car
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only
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.TP
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.B -o
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ac3d to obj
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.B +s
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ac3d to ac3d with strips (used for cars)
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.TP
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.B +es <angle_of_smooth>
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ac3d to ac3d with strips (used for cars) and extended ac3d file output
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(computed normals) angle is in degrees:
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example: \fI+es 80.0 clkdtm_o.ac clkdtm.ac\fP
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the output file will also contains the secondary textcoord for the env sliding
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.TP
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.B +et
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ac3d to ac3d with triangles (used for cars) and extended ac3d file output (normals normals)
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.TP
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.B +etn
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ac3d to ac3d with triangles no split and extended ac3d file output (normals normals)
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.TP
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.B +shad
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ac3d to ac3d with triangles, create a new ac3d file used for track shading\n vertical mapping of a single texture
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.TP
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.B <inputfile>
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.TP
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.B <outputfile>
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.TP
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.B -order \fIorderstring\fP
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only used with \fB+es\fP , \fB+s\fP and \fB+et\fP \fIorderstring\fP is the order of the objects during the save for example: \fIHB;OB;OBM\fP is the names of the objet separate by a semicolon for imported NFS cars the object name \fIHB\fP must be used instead of: \fIHB\fP
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.TP
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.B -g <outputfile>
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for grouping multilayer ac3d track
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.TP
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.B -l0 <input filename>
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the base geometry
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.TP
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.B -l1 <input filename>
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the base geometry map-tiled
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.TP
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.B -l2 <input filename>
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the base geometry skids/and grass details
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.TP
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.B -l3 <input filename>
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the base geometry shadows
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.TP
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.B -d3 <val>
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the max distance of groups in tkmn
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.TP
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.B -d2 <val>
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the distance of group 2 in tkmn
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.TP
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.B -d1 <val>
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the distance of group 1 in tkmn
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.TP
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.B -S <val>
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the distance of splitting for TERRAIN* objects
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.TP
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.B -es
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for extended ac3d file format for strips
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.TP
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.B -nts
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no texture split (for debug)
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.SH "SEE ALSO"
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.BR torcs-ng (6)
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.SH "AUTHOR"
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.LP
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This manual page was writen by Rudy Godoy <rudy@kernel-panik.org>,
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for the Debian GNU/Linux system (but may be used by others).
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