Complete list of entity keys¶
- On all entities
angle
: shorthand for just setting the yaw angle
angles
: angles vector
origin
: origin vector
targetname
: name of the entity so it can be referenced by target
keys.
- On brush entities, classname
func_group
and classname misc_model
:
_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
, _sa
, _smooth
: largest angle between faces to allow to treat them part of the same nonplanar surface
lightmapscale
, _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
_layers
, layers
: number of layers of the index map image (encoded as brightness levels)
_offsets
, offsets
: space separated list of z offsets for index map
_shader
, shader
: shader name prefix of the index map (when this is set to X
, the shader names that are generated will be like textures/X_42
and textures/X_23to42
- On brush entities
_clone
, _ins
, _instance
: _clonename
field 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
, patchQuality
: quality multiplier for patches on this surface when _patchMeta
is used
_patchSubdivide
, patchSubdivide
: absolute quality setting for patches on this surface when _patchMeta
is used
max
: override the maxs
vector of this brush entity
min
: override the mins
vector of this brush entity
- On classname
worldspawn
_ambient
, ambient
: amount of ambient light
_blocksize
, blocksize
, chopsize
: block size for unconditional BSP subdivisions
_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 sextet of values "r g b dist intensity directional_power" to set global floodlight parameters (good defaults are 240 240 255 1024 128 1)
_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 without textures/
prefix when _farplanedist
is used to avoid HoM effect
_ignoreleaks
, ignoreleaks
: when set, no leak test is performed
_keepLights
: if set, light
entities are not stripped from the BSP
file when compiling
_keepModels
: if set, misc_model
entities are not stripped from the BSP
file 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 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
: N N N resolution of the light grid
- On classname
light
and classname lightJunior
- Note:
lightJunior
entities 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, must have target
fade
: Fade factor of light attenuation of linear lights. Linear lights completely vanish at distance light
/(fade
* 8000), so if you want the light to vanish at distance X, specify light
/(8000*X) here.
radius
: radius of a spotlight at the target point (default: 64)
scale
: intensity multiplier
spawnflags
: 1 = linear attenuation (inverted in -wolf
lighting mode)
spawnflags
: 2 = no angle attenuation (inverted in -wolf
lighting mode)
spawnflags
: 32 = the light color is not normalized
spawnflags
: 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
- On classname
light
_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 number
spawnflags
: 16 = light does not affect the grid
- On classname
advertisement
(QuakeLive only)
- 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
target
: positional target to set the projection direction of the decal
- On classname
misc_model
_clipdepth
: thickness of autoclip brushes
_frame
, frame
: frame of model to load (doesn't work)
_remapXXX
: XXX
can be any string to allow multiple keys for this; contains a string of the form from;to
, and any shader from
in the model will be replaced by to
; the special value *
in from
matches all shader names
_skin
, skin
: skin number (DarkPlaces convention) or name (Quake3 convention) to use
model
: path name of model to load
modelscale
: scaling factor for the model to include
modelscale_vec
: non-uniform scaling vector for the model to include
spawnflags
: 1 = in SoF2, append a _RMG_BSP
suffix to shader names instead of _BSP
spawnflags
: 2 = generate clipping brushes from the model
spawnflags
: 4 = force this model through meta surface merging
spawnflags
: 8 = when generating clipping planes, perform extrusion using the original normals from the model instead of per-triangle best axial normals
spawnflags
: 16 = when generating clipping planes, perform extrusion using only up or down pointing normals (ideal for terrain)
spawnflags
: 32 = turn vertex color from the model into alpha (for terrain blending)
target
, _target
: points to brush entity with any of matching targetname
/_targetname
keys to bake the model into
- On classname
_skybox
- To be placed inside a small otherwise hidden room; surfaces in it are scaled up, and visible through skybox surfaces
_scale
: scaling factor or vector for the portal sky (default: 64)
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