1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89
|
.TH "Ac3d Compiler" "6" "1.4" "Rudy Godoy" "Games"
.SH "NAME"
.LP
accc \- Ac3d Compiler
.SH "SYNTAX"
.LP
accc [option] <inputfile> <outputfile> [dist][-order orderstring]
.SH "DESCRIPTION"
.TP
This manual describes the Ac3d compiler application that is shipped with the game TORCS.
.SH "OPTIONS"
.TP
.B \-strip
stripify any ac3d output models
.TP
.B +o
ac3d to ac3d: the result file is optimized in using groups by zone of
track track must be named TKMNxxx dist is used to determine the distance
of the objects
.TP
.B +om
ac3d to ac3d: the result is a vertex merged unique obj for smooth car
only
.TP
.B -o
ac3d to obj
.B +s
ac3d to ac3d with strips (used for cars)
.TP
.B +es <angle_of_smooth>
ac3d to ac3d with strips (used for cars) and extended ac3d file output
(computed normals) angle is in degrees:
example: \fI+es 80.0 clkdtm_o.ac clkdtm.ac\fP
the output file will also contains the secondary textcoord for the env sliding
.TP
.B +et
ac3d to ac3d with triangles (used for cars) and extended ac3d file output (normals normals)
.TP
.B +etn
ac3d to ac3d with triangles no split and extended ac3d file output (normals normals)
.TP
.B +shad
ac3d to ac3d with triangles, create a new ac3d file used for track shading, vertical mapping of a single texture
.TP
.B <inputfile>
.TP
.B <outputfile>
.TP
.B -order \fIorderstring\fP
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
.TP
.B -g <outputfile>
for grouping multilayer ac3d track
.TP
.B -l0 <input filename>
the base geometry
.TP
.B -l1 <input filename>
the base geometry map-tiled
.TP
.B -l2 <input filename>
the base geometry skids/and grass details
.TP
.B -l3 <input filename>
the base geometry shadows
.TP
.B -d3 <val>
the max distance of groups in tkmn
.TP
.B -d2 <val>
the distance of group 2 in tkmn
.TP
.B -d1 <val>
the distance of group 1 in tkmn
.TP
.B -S <val>
the distance of splitting for TERRAIN* objects
.TP
.B -es
for extended ac3d file format for strips
.TP
.B -nts
no texture split (for debug)
.SH "SEE ALSO"
.BR torcs (6)
.SH "AUTHOR"
.LP
This manual page was written by Rudy Godoy <rudy@kernel-panik.org>,
for the Debian GNU/Linux system (but may be used by others).
|