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<h1 id="Complete-list-of-entity-keys">Complete list of entity keys<a href="#Complete-list-of-entity-keys" class="wiki-anchor">¶</a></h1>
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<ul>
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<li>On all entities
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<ul>
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<li><strong><code>angle</code>:</strong> shorthand for just setting the yaw angle</li>
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<li><strong><code>angles</code>:</strong> angles vector</li>
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<li><strong><code>origin</code>:</strong> origin vector</li>
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<li><strong><code>targetname</code>:</strong> name of the entity so it can be referenced by <strong><code>target</code></strong> keys.</li>
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</ul>
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</li>
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<li>On brush entities, classname <strong><code>func_group</code></strong> and classname <strong><code>misc_model</code></strong>:
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<ul>
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<li><strong><code>_castShadows</code>, <code>_cs</code>:</strong> sets whether the entity casts shadows</li>
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<li><strong><code>_celshader</code>:</strong> CelShader to use</li>
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<li><strong><code>_lightmapsamplesize</code>, <code>_samplesize</code>, <code>_ss</code>:</strong> sample size to use for surfaces of this entity</li>
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<li><strong><code>_receiveShadows</code>, <code>_rs</code>:</strong> sets whether the entity receives shadows</li>
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<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>
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<li><strong><code>lightmapscale</code>, <code>_lightmapscale</code>, <code>_ls</code>:</strong> scaling factor for the lightmap resolution</li>
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</ul>
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</li>
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<li>On brush entities and on classname <strong><code>func_group</code></strong>:
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<ul>
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<li><strong><code>_indexmap</code>, <code>alphamap</code>:</strong> file name of index map image for terrain blending</li>
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<li><strong><code>_layers</code>, <code>layers</code>:</strong> number of layers of the index map image (encoded as brightness levels)</li>
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<li><strong><code>_offsets</code>, <code>offsets</code>:</strong> space separated list of z offsets for index map</li>
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<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>
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</ul>
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</li>
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<li>On brush entities
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<ul>
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<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>
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<li><strong><code>_clonename</code>:</strong> see <strong><code>_clone</code></strong></li>
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<li><strong><code>_patchMeta</code>, <code>patchMeta</code>:</strong> generate a triangle soup from patches in this entity</li>
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<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>
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<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>
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<li><strong><code>max</code>:</strong> override the <code>maxs</code> vector of this brush entity</li>
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<li><strong><code>min</code>:</strong> override the <code>mins</code> vector of this brush entity</li>
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</ul>
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</li>
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<li>On classname <strong><code>worldspawn</code></strong>
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<ul>
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<li><strong><code>_ambient</code>, <code>ambient</code>:</strong> amount of ambient light</li>
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<li><strong><code>_blocksize</code>, <code>blocksize</code>, <code>chopsize</code>:</strong> block size for unconditional BSP subdivisions</li>
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<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>
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<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>
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<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>
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<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>
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<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>
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<li><strong><code>_ignoreleaks</code>, <code>ignoreleaks</code>:</strong> when set, no leak test is performed</li>
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<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>
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<li><strong><code>_maxlight</code>:</strong> amount of maximum light</li>
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<li><strong><code>_mingridlight</code>:</strong> amount of minimum grid light</li>
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<li><strong><code>_minlight</code>:</strong> amount of minimum light</li>
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<li><strong><code>_minvertexlight</code>:</strong> amount of minimum vertex light</li>
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<li><strong><code>_noshadersun</code>:</strong> if set, sun light from shaders is suppressed</li>
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<li><strong><code>_q3map_cmdline</code>:</strong> written by q3map2; contains the command line the map was compiled with</li>
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<li><strong><code>_q3map_version</code>:</strong> written by q3map2; contains the version of q3map2 the map was compiled with</li>
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<li><strong><code>_style42alphagen</code>:</strong> |alphaGen|-like shader definition string for light style 42 (works the same way for all style numbers)</li>
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<li><strong><code>_style42rgbgen</code>:</strong> |rgbGen|-like shader definition string for light style 42 (works the same way for all style numbers)</li>
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<li><strong><code>gridsize</code>:</strong> N N N resolution of the light grid</li>
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</ul>
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</li>
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<li>On classname <strong><code>light</code></strong> and classname <strong><code>lightJunior</code></strong>
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<ul>
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<li>Note: <strong><code>lightJunior</code></strong> entities only affect the light grid.</li>
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<li><strong><code>_anglescale</code>:</strong> scales angle attenuation</li>
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<li><strong><code>_color</code>:</strong> color of the light</li>
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<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>
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<li><strong><code>_extradist</code>:</strong> "extra dimension" distance of the light, to kill hot spots</li>
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<li><strong><code>_filterradius</code>, <code>_filteradius</code>, <code>_filter</code>:</strong> filter radius for this light, similar to -light -filter</li>
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<li><strong><code>_light</code>, <code>light</code>:</strong> intensity factor (default: 300)</li>
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<li><strong><code>_samples</code>:</strong> number of samples to use to get soft shadows from a light</li>
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<li><strong><code>_sun</code>:</strong> if 1, this light is an infinite sun light, must have target</li>
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<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>
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<li><strong><code>radius</code>:</strong> radius of a spotlight at the target point (default: 64)</li>
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<li><strong><code>scale</code>:</strong> intensity multiplier</li>
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<li><strong><code>spawnflags</code>:</strong> 1 = linear attenuation (inverted in <code>-wolf</code> lighting mode)</li>
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<li><strong><code>spawnflags</code>:</strong> 2 = no angle attenuation (inverted in <code>-wolf</code> lighting mode)</li>
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<li><strong><code>spawnflags</code>:</strong> 32 = the light color is not normalized</li>
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<li><strong><code>spawnflags</code>:</strong> 64 = force distance attenuation (why did vortex add this, this is always set...?)</li>
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<li><strong><code>target</code>:</strong> target of a spotlight</li>
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<!-- also enables light styles hack? -->
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<li><strong><code>targetname</code>:</strong> when set, the light can be toggled in game by some engine provided way</li>
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</ul>
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</li>
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<li>On classname <strong><code>light</code></strong>
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<ul>
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<li><strong><code>_flare</code>:</strong> when set, this light is a flare without a specified shader</li>
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<li><strong><code>_flareshader</code>:</strong> shader for a flare surface generated by this light</li>
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<li><strong><code>_style</code>, <code>style</code>:</strong> light style number</li>
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<li><strong><code>spawnflags</code>:</strong> 16 = light does not affect the grid</li>
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</ul>
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</li>
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<li>On classname <strong><code>advertisement</code></strong> (QuakeLive only)
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<ul>
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<li>Brushes/Patches: must be a single rectangular patch surface where the ad will be placed</li>
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<li><strong><code>cellId</code>:</strong> identifier of the ad, must be used only once (??)</li>
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</ul>
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</li>
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<li>On classname <strong><code>_decal</code></strong>
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<ul>
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<li>Brushes/Patches: must be a single rectangular patch surface</li>
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<li><strong><code>target</code>:</strong> positional target to set the projection direction of the decal</li>
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</ul>
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</li>
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<li>On classname <strong><code>misc_model</code></strong>
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<ul>
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<!-- <li><strong><code>_frame2</code>:</strong> frame of second model to load</li> light code reads this for model2 of brush entities-->
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<li><strong><code>_clipdepth</code>:</strong> thickness of autoclip brushes</li>
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<li><strong><code>_frame</code>, <code>frame</code>:</strong> frame of model to load (doesn't work)</li>
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<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>
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<li><strong><code>_skin</code>, <code>skin</code>:</strong> skin number (DarkPlaces convention) or name (Quake3 convention) to use</li>
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<!-- <li><strong><code>model2</code>:</strong> path name of second model to load</li> light code reads this for brush entities-->
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<li><strong><code>model</code>:</strong> path name of model to load</li>
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<li><strong><code>modelscale</code>:</strong> scaling factor for the model to include</li>
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<li><strong><code>modelscale_vec</code>:</strong> non-uniform scaling vector for the model to include</li>
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<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>
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<li><strong><code>spawnflags</code>:</strong> 2 = generate clipping brushes from the model</li>
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<li><strong><code>spawnflags</code>:</strong> 4 = force this model through meta surface merging</li>
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<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>
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<li><strong><code>spawnflags</code>:</strong> 16 = when generating clipping planes, perform extrusion using only up or down pointing normals (ideal for terrain)</li>
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<li><strong><code>spawnflags</code>:</strong> 32 = turn vertex color from the model into alpha (for terrain blending)</li>
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<li><strong><code>target</code>:</strong> points to brush entity to bake the model into</li>
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</ul>
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</li>
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<li>On classname <strong><code>_skybox</code></strong>
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<ul>
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<li>To be placed inside a small otherwise hidden room; surfaces in it are scaled up, and visible through skybox surfaces</li>
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<li><strong><code>_scale</code>:</strong> scaling factor or vector for the portal sky (default: 64)</li>
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</ul></li>
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</ul>
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