Worldspawn
From MovieBattles II Wiki
Contents |
Description
Every map should have exactly one worldspawn.
Keys & Values
| Feature | Description |
|---|---|
| music | Music wav file. To play over the world. |
| gravity | 800 is default gravity. |
| message | Text to print during connection process. |
| _color | Sets an ambient color for the world. (Press K to bring up color picker.) |
| _minLight | Sets the minimum light value that the world architecture will have. |
| _minVertexLight | Sets the minimum light value that entities will have. |
| _minGridLight | Key to set minimum grid lighting. |
| _lightmapscale | Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). |
| _celshader | Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix. |
BSP Options:
| Feature | Description |
|---|---|
| gridsize | Size of lighting grid to 'X Y Z'. default='64 64 128'. |
| blocksize | q3map always splits the BSP tree along the planes X=blocksize*n and Y=_blocksize*n. Default _blocksize value is 1024. Increase the _blocksize using larger powers of 2 to reduce compile times on very large maps with low structural brush density. |
| ambient | Scale of global light (from _color) |
| fog | Shader name of the global fog texture - must include the full path, such as 'textures/rj/fog1'. |
| distancecull | Value for vis for the maximum viewing distance. |
| chopsize | Value for bsp on the maximum polygon / portal size. |
| ls_Xr | Override lightstyle X with this pattern for Red. |
| ls_Xg | Green (valid patterns are 'a-z'). |
| ls_Xb | Blue (a is OFF, z is ON). |
| fogstart | Override fog start distance and force linear. |
| radarrange | For Siege/Vehicle radar - default range is 2500. |
RC2 Features
New or WIP features for RC2:
| Feature | Description |
|---|---|
| outsideBias | This must be set to 1 if your map has weather effects in it(using fx_rain, fx_snow, fx_spacedust or fx_weather), and you are using the Outside shader to prevent the weather effects from leaking indoors. If you're using the Inside shader, or neither the Outside nor Inside shaders, you don't need to set this. If this is not set, you will get some weather-related effects being played indoors. |
| coldWorld | Defaults to 0. If you set this to 1, all areas of your map, inside or outside, will be treated as if they're atmospherically cold. Mostly, this just makes breathing fog visible when indoors. If you're only wanting to do this in the outdoor areas of your map, without making the indoor areas cold, you'll want to look into fx_weather. |
| tintLiquid* | Because of the complexity and number of keywords/variables in use for this feature, it has its own article. Custom Liquid Tints To summarize, custom liquid tints are simply a means to change the colours the screen is tinted to while swimming under water, slime, or lava. |
| customLiquid* | Because of the complexity and number of keywords/variables in use for this feature, it has its own article. Custom Liquid Splashes To summarize, custom liquid splashes are simply a means to change the effects that occur when liquids are interacted with in various ways. |
Notes
This is what ever brush made becomes when made. Any key applied to one effects all others unless you make them a func_group.
As far as I know, _minVertexLight and _minGridLight should be paired in your worldspawn. If you use one you should use the other.