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)