netradiant-custom/docs/Complete_list_of_entity_keys.htm
2021-12-11 02:33:59 +03:00

266 lines
17 KiB
HTML
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8" />
<title>NetRadiant - Complete list of entity keys - Alientrap Development</title>
<meta name="description" content="Redmine" />
<meta name="keywords" content="issue,bug,tracker" />
<link href="application.css" media="all" rel="stylesheet" type="text/css" />
<script src="prototype.js" type="text/javascript"></script>
<script src="effects.js" type="text/javascript"></script>
<script src="dragdrop.js" type="text/javascript"></script>
<script src="controls.js" type="text/javascript"></script>
<script src="application.js" type="text/javascript"></script>
<link href="jstoolbar.css" media="screen" rel="stylesheet" type="text/css" />
<!--[if IE]>
<style type="text/css">
* html body{ width: expression( document.documentElement.clientWidth < 900 ? '900px' : '100%' ); }
body {behavior: url(/stylesheets/csshover.htc?1267352889);}
</style>
<![endif]-->
<style type="text/css">
.question { background-color:#FFEBC1; border:2px solid #FDBD3B; margin-bottom:12px; padding:0px 4px 8px 4px; }
td.formatted_questions { text-align: left; white-space: normal}
td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
</style>
<link href="stylesheet.css" media="screen" rel="stylesheet" type="text/css" />
<!-- page specific tags -->
<link href="scm.css" media="screen" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="wrapper">
<div id="top-menu">
<div id="account">
<ul><li><a href="/login" class="login">Войти</a></li>
<li><a href="/account/register" class="register">Регистрация</a></li></ul> </div>
<ul><li><a href="/" class="home">Домашняя страница</a></li>
<li><a href="/projects" class="projects">Проекты</a></li>
<li><a href="http://www.redmine.org/guide" class="help">Помощь</a></li></ul></div>
<div id="header">
<div id="quick-search">
<form action="/search/index/netradiant" method="get">
<input name="wiki_pages" type="hidden" value="1" />
<a href="/search/index/netradiant" accesskey="4">Поиск</a>:
<input accesskey="f" class="small" id="q" name="q" size="20" type="text" />
</form>
</div>
<h1>NetRadiant</h1>
<div id="main-menu">
<ul><li><a href="/projects/netradiant" class="overview">Просмотр</a></li>
<li><a href="/projects/netradiant/activity" class="activity">Активность</a></li>
<li><a href="/projects/netradiant/issues" class="issues">Задачи</a></li>
<li><a href="/projects/netradiant/news" class="news">Новости</a></li>
<li><a href="/projects/netradiant/documents" class="documents">Документы</a></li>
<li><a href="/projects/netradiant/wiki" class="wiki selected">Wiki</a></li>
<li><a href="/projects/netradiant/boards" class="boards">Форумы</a></li>
<li><a href="/projects/netradiant/files" class="files">Файлы</a></li>
<li><a href="/projects/netradiant/repository" class="repository">Хранилище</a></li>
<li><a href="/ezfaq/index/netradiant" class="ezfaq">FAQ</a></li></ul>
</div>
</div>
<div class="" id="main">
<div id="sidebar">
<h3>Wiki</h3>
<a href="/projects/netradiant/wiki">Стартовая страница</a><br />
<a href="/projects/netradiant/wiki/Page_index">Оглавление</a><br />
<a href="/projects/netradiant/wiki/Date_index">История страниц</a><br />
</div>
<div id="content">
<div class="contextual">
<span id="watcher"></span>
<a href="/projects/netradiant/wiki/Complete_list_of_entity_keys/history" class="icon icon-history">История</a>
</div>
<div class="wiki">
<h1 id="Complete-list-of-entity-keys">Complete list of entity keys<a href="#Complete-list-of-entity-keys" class="wiki-anchor">&para;</a></h1>
<ul>
<li>On all entities
<ul>
<li><strong><code>angle</code>:</strong> shorthand for just setting the yaw angle</li>
<li><strong><code>angles</code>:</strong> angles vector</li>
<li><strong><code>origin</code>:</strong> origin vector</li>
<li><strong><code>targetname</code>:</strong> name of the entity so it can be referenced by <strong><code>target</code></strong> keys.</li>
</ul>
</li>
<li>On brush entities, classname <strong><code>func_group</code></strong> and classname <strong><code>misc_model</code></strong>:
<ul>
<li><strong><code>_castShadows</code>, <code>_cs</code>:</strong> sets whether the entity casts shadows</li>
<li><strong><code>_celshader</code>:</strong> CelShader to use</li>
<li><strong><code>_lightmapsamplesize</code>, <code>_samplesize</code>, <code>_ss</code>:</strong> sample size to use for surfaces of this entity</li>
<li><strong><code>_receiveShadows</code>, <code>_rs</code>:</strong> sets whether the entity receives shadows</li>
<li><strong><code>_shadeangle</code>, <code>_smoothnormals</code>, <code>_sn</code>, <code>_sa</code>, <code>_smooth</code>:</strong> largest angle between faces to allow to treat them part of the same nonplanar surface</li>
<li><strong><code>lightmapscale</code>, <code>_lightmapscale</code>, <code>_ls</code>:</strong> scaling factor for the lightmap resolution</li>
</ul>
</li>
<li>On brush entities and on classname <strong><code>func_group</code></strong>:
<ul>
<li><strong><code>_indexmap</code>, <code>alphamap</code>:</strong> file name of index map image for terrain blending</li>
<li><strong><code>_layers</code>, <code>layers</code>:</strong> number of layers of the index map image (encoded as brightness levels)</li>
<li><strong><code>_offsets</code>, <code>offsets</code>:</strong> space separated list of z offsets for index map</li>
<li><strong><code>_shader</code>, <code>shader</code>:</strong> shader name prefix of the index map (when this is set to <code>X</code>, the shader names that are generated will be like <code>textures/X_42</code> and <code>textures/X_23to42</code></li>
</ul>
</li>
<li>On brush entities
<ul>
<li><strong><code>_clone</code>, <code>_ins</code>, <code>_instance</code>:</strong> <strong><code>_clonename</code></strong> field value of a brush entity to clone brushes from (can be used to use the same brush model multiple times)</li>
<li><strong><code>_clonename</code>:</strong> see <strong><code>_clone</code></strong></li>
<li><strong><code>_patchMeta</code>, <code>patchMeta</code>:</strong> generate a triangle soup from patches in this entity</li>
<li><strong><code>_patchQuality</code>, <code>patchQuality</code>:</strong> quality multiplier for patches on this surface when <strong><code>_patchMeta</code></strong> is used</li>
<li><strong><code>_patchSubdivide</code>, <code>patchSubdivide</code>:</strong> absolute quality setting for patches on this surface when <strong><code>_patchMeta</code></strong> is used</li>
<li><strong><code>max</code>:</strong> override the <code>maxs</code> vector of this brush entity</li>
<li><strong><code>min</code>:</strong> override the <code>mins</code> vector of this brush entity</li>
</ul>
</li>
<li>On classname <strong><code>worldspawn</code></strong>
<ul>
<li><strong><code>_ambient</code>, <code>ambient</code>:</strong> amount of ambient light</li>
<li><strong><code>_blocksize</code>, <code>blocksize</code>, <code>chopsize</code>:</strong> block size for unconditional BSP subdivisions</li>
<li><strong><code>_color</code>:</strong> color to use for <strong><code>_ambient</code></strong>, <strong><code>_minlight</code></strong>, <strong><code>_minvertexlight</code></strong>, <strong><code>_mingridlight</code></strong></li>
<li><strong><code>_farplanedist</code>, <code>fogclip</code>, <code>distancecull</code>:</strong> 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</li>
<li><strong><code>_floodlight</code>:</strong> a sextet of values "r g b dist intensity directional_power" to set global floodlight parameters (good defaults are 240 240 255 1024 128 1)</li>
<li><strong><code>_fog</code>, <code>fog</code>:</strong> if set, the whole map is fogged using the given shader name; only for engines, supporting this, e.g. ET</li>
<li><strong><code>_foghull</code>:</strong> must be set to a sky shader without <strong><code>textures/</code></strong> prefix when <code>_farplanedist</code> is used to avoid HoM effect</li>
<li><strong><code>_ignoreleaks</code>, <code>ignoreleaks</code>:</strong> when set, no leak test is performed</li>
<li><strong><code>_keepLights</code>:</strong> if set, <strong><code>light</code></strong> entities are not stripped from the <code>BSP</code> file when compiling</li>
<li><strong><code>_maxlight</code>:</strong> amount of maximum light</li>
<li><strong><code>_mingridlight</code>:</strong> amount of minimum grid light</li>
<li><strong><code>_minlight</code>:</strong> amount of minimum light</li>
<li><strong><code>_minvertexlight</code>:</strong> amount of minimum vertex light</li>
<li><strong><code>_noshadersun</code>:</strong> if set, sun light from shaders is suppressed</li>
<li><strong><code>_q3map_cmdline</code>:</strong> written by q3map2; contains the command line the map was compiled with</li>
<li><strong><code>_q3map_version</code>:</strong> written by q3map2; contains the version of q3map2 the map was compiled with</li>
<li><strong><code>_style42alphagen</code>:</strong> |alphaGen|-like shader definition string for light style 42 (works the same way for all style numbers)</li>
<li><strong><code>_style42rgbgen</code>:</strong> |rgbGen|-like shader definition string for light style 42 (works the same way for all style numbers)</li>
<li><strong><code>gridsize</code>:</strong> N N N resolution of the light grid</li>
</ul>
</li>
<li>On classname <strong><code>light</code></strong> and classname <strong><code>lightJunior</code></strong>
<ul>
<li>Note: <strong><code>lightJunior</code></strong> entities only affect the light grid.</li>
<li><strong><code>_anglescale</code>:</strong> scales angle attenuation</li>
<li><strong><code>_color</code>:</strong> color of the light</li>
<li><strong><code>_deviance</code>, <code>_deviation</code>, <code>_jitter</code>:</strong> 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</li>
<li><strong><code>_extradist</code>:</strong> "extra dimension" distance of the light, to kill hot spots</li>
<li><strong><code>_filterradius</code>, <code>_filteradius</code>, <code>_filter</code>:</strong> filter radius for this light, similar to -light -filter</li>
<li><strong><code>_light</code>, <code>light</code>:</strong> intensity factor (default: 300)</li>
<li><strong><code>_samples</code>:</strong> number of samples to use to get soft shadows from a light</li>
<li><strong><code>_sun</code>:</strong> if 1, this light is an infinite sun light, must have target</li>
<li><strong><code>fade</code>:</strong> Fade factor of light attenuation of linear lights. Linear lights completely vanish at distance <strong><code>light</code></strong>/(<strong><code>fade</code></strong> * 8000), so if you want the light to vanish at distance X, specify <strong><code>light</code></strong>/(8000*X) here.</li>
<li><strong><code>radius</code>:</strong> radius of a spotlight at the target point (default: 64)</li>
<li><strong><code>scale</code>:</strong> intensity multiplier</li>
<li><strong><code>spawnflags</code>:</strong> 1 = linear attenuation (inverted in <code>-wolf</code> lighting mode)</li>
<li><strong><code>spawnflags</code>:</strong> 2 = no angle attenuation (inverted in <code>-wolf</code> lighting mode)</li>
<li><strong><code>spawnflags</code>:</strong> 32 = the light color is not normalized</li>
<li><strong><code>spawnflags</code>:</strong> 64 = force distance attenuation (why did vortex add this, this is always set...?)</li>
<li><strong><code>target</code>:</strong> target of a spotlight</li>
<!-- also enables light styles hack? -->
<li><strong><code>targetname</code>:</strong> when set, the light can be toggled in game by some engine provided way</li>
</ul>
</li>
<li>On classname <strong><code>light</code></strong>
<ul>
<li><strong><code>_flare</code>:</strong> when set, this light is a flare without a specified shader</li>
<li><strong><code>_flareshader</code>:</strong> shader for a flare surface generated by this light</li>
<li><strong><code>_style</code>, <code>style</code>:</strong> light style number</li>
<li><strong><code>spawnflags</code>:</strong> 16 = light does not affect the grid</li>
</ul>
</li>
<li>On classname <strong><code>advertisement</code></strong> (QuakeLive only)
<ul>
<li>Brushes/Patches: must be a single rectangular patch surface where the ad will be placed</li>
<li><strong><code>cellId</code>:</strong> identifier of the ad, must be used only once (??)</li>
</ul>
</li>
<li>On classname <strong><code>_decal</code></strong>
<ul>
<li>Brushes/Patches: must be a single rectangular patch surface</li>
<li><strong><code>target</code>:</strong> positional target to set the projection direction of the decal</li>
</ul>
</li>
<li>On classname <strong><code>misc_model</code></strong>
<ul>
<!-- <li><strong><code>_frame2</code>:</strong> frame of second model to load</li> light code reads this for model2 of brush entities-->
<li><strong><code>_clipdepth</code>:</strong> thickness of autoclip brushes</li>
<li><strong><code>_frame</code>, <code>frame</code>:</strong> frame of model to load (doesn't work)</li>
<li><strong><code>_remapXXX</code>:</strong> <code>XXX</code> can be any string to allow multiple keys for this; contains a string of the form <code>from;to</code>, and any shader <code>from</code> in the model will be replaced by <code>to</code>; the special value <code>*</code> in <code>from</code> matches all shader names</li>
<li><strong><code>_skin</code>, <code>skin</code>:</strong> skin number (DarkPlaces convention) or name (Quake3 convention) to use</li>
<!-- <li><strong><code>model2</code>:</strong> path name of second model to load</li> light code reads this for brush entities-->
<li><strong><code>model</code>:</strong> path name of model to load</li>
<li><strong><code>modelscale</code>:</strong> scaling factor for the model to include</li>
<li><strong><code>modelscale_vec</code>:</strong> non-uniform scaling vector for the model to include</li>
<li><strong><code>spawnflags</code>:</strong> 1 = in SoF2, append a <code>_RMG_BSP</code> suffix to shader names instead of <code>_BSP</code></li>
<li><strong><code>spawnflags</code>:</strong> 2 = generate clipping brushes from the model</li>
<li><strong><code>spawnflags</code>:</strong> 4 = force this model through meta surface merging</li>
<li><strong><code>spawnflags</code>:</strong> 8 = when generating clipping planes, perform extrusion using the original normals from the model instead of per-triangle best axial normals</li>
<li><strong><code>spawnflags</code>:</strong> 16 = when generating clipping planes, perform extrusion using only up or down pointing normals (ideal for terrain)</li>
<li><strong><code>spawnflags</code>:</strong> 32 = turn vertex color from the model into alpha (for terrain blending)</li>
<li><strong><code>target</code>:</strong> points to brush entity to bake the model into</li>
</ul>
</li>
<li>On classname <strong><code>_skybox</code></strong>
<ul>
<li>To be placed inside a small otherwise hidden room; surfaces in it are scaled up, and visible through skybox surfaces</li>
<li><strong><code>_scale</code>:</strong> scaling factor or vector for the portal sky (default: 64)</li>
</ul></li>
</ul>
</div>
<p class="other-formats">Экспортировать в
<span><a href="/projects/netradiant/wiki/Complete_list_of_entity_keys?format=html&amp;version" class="html" rel="nofollow">HTML</a></span>
<span><a href="/projects/netradiant/wiki/Complete_list_of_entity_keys?format=txt&amp;version" class="txt" rel="nofollow">TXT</a></span>
</p>
<div style="clear:both;"></div>
</div>
</div>
<div id="ajax-indicator" style="display:none;"><span>Загрузка...</span></div>
<div id="footer">
Powered by <a href="http://www.redmine.org/">Redmine</a> &copy; 2006-2010 Jean-Philippe Lang
</div>
</div>
</body>
</html>