From 914a2bec2bb362de354a8bc8c6a4ecb190b67b10 Mon Sep 17 00:00:00 2001 From: cbrutail Date: Mon, 15 Mar 2010 08:47:00 +0000 Subject: [PATCH] (Commit created by redmine exporter script from page "Complete_list_of_entity_keys" version 1) --- Complete_list_of_entity_keys.textile | 95 ++++++++++++++++++++++++++++ 1 file changed, 95 insertions(+) create mode 100644 Complete_list_of_entity_keys.textile diff --git a/Complete_list_of_entity_keys.textile b/Complete_list_of_entity_keys.textile new file mode 100644 index 0000000..441bb3b --- /dev/null +++ b/Complete_list_of_entity_keys.textile @@ -0,0 +1,95 @@ +h1. 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) -- 2.39.2