Worldspawn

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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.

GTK Radiant Entity Code

Click

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