NetRadiant - Complete list of entity keys - Alientrap Development

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# NetRadiant

История

# 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)

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