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: 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
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
_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: quality multiplier for patches on this surface when _patchMeta is used
_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
_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
_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 _fog is used
_ignoreleaks, ignoreleaks: when set, no leak test is performed
_keepLights: if set, light entities are not stripped from the BSP file when compiling
_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)
_style42rgbgen: |rgbGen|-like shader definition string for light style 42 (works the same way for all style numbers)
gridsize: 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
_filterradius, _filteradius, _filter: filter radius for this light, similar to -light -filter
_samples: number of samples to use to get soft shadows from a light
_sun: if 1, this light is an infinite sun light
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.
light: intensity factor (default: 300)
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
_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
_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
model2: path name of second model to load
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: 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
- 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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