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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