@@ -104,7 +104,7 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
- On all entities
-
-
angle: shorthand for just setting the yaw angle
+ angle: shorthand for just setting the yaw angleangles: angles vectororigin: origin vectortargetname: name of the entity so it can be referenced bytargetkeys.
@@ -112,65 +112,68 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
- On brush entities, classname
func_groupand classnamemisc_model:-
-
_castShadows,_cs: sets whether the entity casts shadows
- _celshader: CelShader to use
- _lightmapsamplesize,_samplesize: sample size to use for surfaces of this entity
+ _castShadows,_cs: sets whether the entity casts shadows
+ _celshader: CelShader to use
+ _lightmapsamplesize,_samplesize,_ss: sample size to use for surfaces of this entity_receiveShadows,_rs: sets whether the entity receives shadows
- _shadeangle,_smoothnormals,_sn,_smooth: largest angle between faces to allow to treat them part of the same nonplanar surface
+ _shadeangle,_smoothnormals,_sn,_sa,_smooth: largest angle between faces to allow to treat them part of the same nonplanar surfacelightmapscale,_lightmapscale,_ls: scaling factor for the lightmap resolution
- On brush entities and on classname
func_group:-
-
_indexmap,alphamap: file name of index map image for terrain blending
+ _indexmap,alphamap: file name of index map image for terrain blending_layers,layers: number of layers of the index map image (encoded as brightness levels)
- _offsets,offsets: space separated list of z offsets
+ _offsets,offsets: space separated list of z offsets for index map_shader,shader: shader name prefix of the index map (when this is set toX, the shader names that are generated will be liketextures/X_42andtextures/X_23to42
- On brush entities
-
-
_clone,_ins,_instance:_clonenamefield value of a brush entity to clone brushes from (can be used to use the same brush model multiple times)
+ _clone,_ins,_instance:_clonenamefield value of a brush entity to clone brushes from (can be used to use the same brush model multiple times)_clonename: see_clone_patchMeta,patchMeta: generate a triangle soup from patches in this entity
- _patchQuality: quality multiplier for patches on this surface when_patchMetais used
- _patchSubdivide: absolute quality setting for patches on this surface when_patchMetais used
+ _patchQuality,patchQuality: quality multiplier for patches on this surface when_patchMetais used
+ _patchSubdivide,patchSubdivide: absolute quality setting for patches on this surface when_patchMetais usedmax: override themaxsvector of this brush entitymin: override theminsvector of this brush entity
- On classname
worldspawn-
-
_ambient,ambient: amount of ambient light
+ _ambient,ambient: amount of ambient light_blocksize,blocksize,chopsize: block size for unconditional BSP subdivisions
- _farplanedist,fogclip,distancecull: far plane distance for vis culling -- this must be the shortest distance at which nothing can be seen any more due to fog
+ _color: color to use for_ambient,_minlight,_minvertexlight,_mingridlight
+ _farplanedist,fogclip,distancecull: far plane distance for vis culling -- this must be the shortest distance at which nothing can be seen any more due to fog; o/r/e value suffixes enable Origin2Origin/Radius+Radius/Exact distance measuring modes respectively_floodlight: a quintuple of values "r g b dist intensity" to set global floodlight parameters (good defaults are 240 240 255 1024 128)
- _fog,fog: if set, the whole map is fogged using the given shader name
- _foghull: must be set to a sky shader when_fogis used
+ _fog,fog: if set, the whole map is fogged using the given shader name; only for engines, supporting this, e.g. ET
+ _foghull: must be set to a sky shader withouttextures/prefix when_farplanedistis used to avoid HoM effect_ignoreleaks,ignoreleaks: when set, no leak test is performed_keepLights: if set,lightentities are not stripped from theBSPfile when compiling
+ _maxlight: amount of maximum light_mingridlight: amount of minimum grid light_minlight: amount of minimum light_minvertexlight: amount of minimum vertex light_noshadersun: if set, sun light from shaders is suppressed_q3map_cmdline: written by q3map2; contains the command line the map was compiled with_q3map_version: written by q3map2; contains the version of q3map2 the map was compiled with
- _style42alphagen: |alphaGen|-like shader definition string for light style 442 (works the same way for all style numbers)
+ _style42alphagen: |alphaGen|-like shader definition string for light style 42 (works the same way for all style numbers)_style42rgbgen: |rgbGen|-like shader definition string for light style 42 (works the same way for all style numbers)
- gridsize: resolution of the light grid
+ gridsize: N N N resolution of the light grid
- On classname
lightand classnamelightJunior-
-
- Note:
lightJuniorentities only affect the light grid.
+ - Note:
lightJuniorentities only affect the light grid. _anglescale: scales angle attenuation_color: color of the light_deviance,_deviation,_jitter: position deviance of the samples of a regular light (distributes the light samples in a cube of side length 2*_deviance around the origin), or angle deviance of the sun light samples in radians
+ _extradist: "extra dimension" distance of the light, to kill hot spots_filterradius,_filteradius,_filter: filter radius for this light, similar to -light -filter
+ _light,light: intensity factor (default: 300)_samples: number of samples to use to get soft shadows from a light
- _sun: if 1, this light is an infinite sun light
+ _sun: if 1, this light is an infinite sun light, must have targetfade: Fade factor of light attenuation of linear lights. Linear lights completely vanish at distancelight/(fade* 8000), so if you want the light to vanish at distance X, specifylight/(8000*X) here.
- light: intensity factor (default: 300)radius: radius of a spotlight at the target point (default: 64)scale: intensity multiplierspawnflags: 1 = linear attenuation (inverted in-wolflighting mode)
@@ -178,12 +181,13 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
spawnflags: 32 = the light color is not normalizedspawnflags: 64 = force distance attenuation (why did vortex add this, this is always set...?)target: target of a spotlight
+
targetname: when set, the light can be toggled in game by some engine provided way
- Note:
- On classname
light-
-
_flare: when set, this light is a flare without a specified shader
+ _flare: when set, this light is a flare without a specified shader_flareshader: shader for a flare surface generated by this light_style,style: light style numberspawnflags: 16 = light does not affect the grid
@@ -191,24 +195,24 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
- On classname
advertisement(QuakeLive only)-
-
- Brushes/Patches: must be a single rectangular patch surface where the ad will be placed +
- Brushes/Patches: must be a single rectangular patch surface where the ad will be placed
cellId: identifier of the ad, must be used only once (??)
- On classname
_decal-
-
- Brushes/Patches: must be a single rectangular patch surface +
- Brushes/Patches: must be a single rectangular patch surface
target: positional target to set the projection direction of the decal
- On classname
misc_model-
-
_castShadows,_cs: sets whether the entity casts shadows
- _frame2: frame of second model to load
- _frame: frame of model to load
- _receiveShadows,_rs: sets whether the entity receives shadows
+
+ _clipdepth: thickness of autoclip brushes
+ _frame,frame: frame of model to load (doesn't work)_remapXXX:XXXcan be any string to allow multiple keys for this; contains a string of the formfrom;to, and any shaderfromin the model will be replaced byto; the special value*infrommatches all shader names
- model2: path name of second model to load
+ _skin,skin: skin number to use
+
model: path name of model to loadmodelscale: scaling factor for the model to includemodelscale_vec: non-uniform scaling vector for the model to include
@@ -217,9 +221,8 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
spawnflags: 4 = force this model through meta surface mergingspawnflags: 8 = when generating clipping planes, perform extrusion using the original normals from the model instead of per-triangle best axial normalsspawnflags: 16 = when generating clipping planes, perform extrusion using only up or down pointing normals (ideal for terrain)
- spawnflags: 24 = when generating clipping planes, perform extrusion by distance zero (needs engine changes to support zero-volume clipping brushes)spawnflags: 32 = turn vertex color from the model into alpha (for terrain blending)
- spawnflags: 64 = do not let picomodel do surface normal smoothing
+ target: points to brush entity to bake the model into
- On classname
_skybox@@ -246,13 +249,13 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; } - +