Worldspawn
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(Created page with "Worldspawn - "The world" entity which holds all non-interactive geometry. Keys of worldspawn are used to set global map configuration. World is a big model, and only one model...") |
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− | Worldspawn - "The world" entity which holds all non-interactive geometry. | + | Worldspawn - "The world" entity which holds all non-interactive geometry. In other worlds and static brushes are part of the worldspawn, any dynamic brushes (toggleable walls, trains) are not. World is a big model, and only one model that used [[VIS]] and other culling optimisations for rendering. |
+ | |||
+ | Keys of worldspawn are used to set global map configuration. | ||
In QuakeC, worldspawn keys is read-only, they cannot be changed once map is compiled. | In QuakeC, worldspawn keys is read-only, they cannot be changed once map is compiled. | ||
Line 21: | Line 23: | ||
| gridsize | | gridsize | ||
| Size of lightgrid cell, lesser size = more lightgrid points = more detailed lightgrid. | | Size of lightgrid cell, lesser size = more lightgrid points = more detailed lightgrid. | ||
+ | | 64 64 128 | ||
|- | |- | ||
| Lightgrid mix | | Lightgrid mix | ||
| gridmix | | gridmix | ||
| When set, lightgrid's ambient and direct lightning will be mixed together to amount of given fraction (0.3 - 30%, 0.5 - 50% etc.); | | When set, lightgrid's ambient and direct lightning will be mixed together to amount of given fraction (0.3 - 30%, 0.5 - 50% etc.); | ||
+ | | 0 | ||
|- | |- | ||
| Ambient occlusion | | Ambient occlusion | ||
Line 36: | Line 40: | ||
| _aoDepth | | _aoDepth | ||
| This number of units trace should pass in order to get maximum ambient lighting. 8, 16, 32 are usual values. More depth = more dark. | | This number of units trace should pass in order to get maximum ambient lighting. 8, 16, 32 are usual values. More depth = more dark. | ||
+ | | 128 | ||
|- | |- | ||
| AO Depth Exponent | | AO Depth Exponent | ||
| _aoDepthExponent | | _aoDepthExponent | ||
− | | Depth exponent is used as a power of trace distance checks | + | | Depth exponent is used as a power of trace distance checks. Lower values will soften ao effect. |
+ | | 2 | ||
|- | |- | ||
| AO Gain | | AO Gain | ||
| _aoGain | | _aoGain | ||
− | | Gain makes sharp corners brighter, its an additive value. Gain is added once more than half of all ambient traces succeed. | + | | Gain makes sharp corners brighter, its an additive value. Gain is added once more than half of all ambient traces succeed. |
+ | | 1 | ||
|- | |- | ||
| AO Gain Mask | | AO Gain Mask | ||
| _aoGainMask | | _aoGainMask | ||
| RGB mask used for Gain. 1 0 0 will make gain zones to be red. | | RGB mask used for Gain. 1 0 0 will make gain zones to be red. | ||
+ | | 1 1 1 | ||
|- | |- | ||
| AO Scale | | AO Scale | ||
| _aoScale | | _aoScale | ||
| Scale darkens zones with not enough ambient lighting. Its a multiplier which is always lesser than 1. | | Scale darkens zones with not enough ambient lighting. Its a multiplier which is always lesser than 1. | ||
+ | | 1 | ||
|- | |- | ||
| AO Scale Mask | | AO Scale Mask | ||
| _aoScaleMask | | _aoScaleMask | ||
| RGB mask used for scale processing, using inverse color (1 0.5 1 will make green). | | RGB mask used for scale processing, using inverse color (1 0.5 1 will make green). | ||
+ | | 1 1 1 | ||
{{entity fields end}} | {{entity fields end}} | ||
=See also= | =See also= | ||
− | *[func_group] | + | *[[func_group]] |
− | [[Category:Entity | + | [[Category:Entity definitions]] |
Latest revision as of 23:52, 25 September 2012
Worldspawn - "The world" entity which holds all non-interactive geometry. In other worlds and static brushes are part of the worldspawn, any dynamic brushes (toggleable walls, trains) are not. World is a big model, and only one model that used VIS and other culling optimisations for rendering.
Keys of worldspawn are used to set global map configuration.
In QuakeC, worldspawn keys is read-only, they cannot be changed once map is compiled.
[edit] World keys list
Key | Description | Default value | |
---|---|---|---|
Map title | message | Map name used in console. For savegames and game UI Blood Omnicide stores localized map name in translation scripts. | |
Min light | _minlight | Lightmap/lightgrid/vertex lighy minimal level. Makes map darkest areas to look brighter, useful for outdoor maps. | |
Min grid light | _mingridlight | Explicit minlight for lightgrid. | |
Lightgrid size | gridsize | Size of lightgrid cell, lesser size = more lightgrid points = more detailed lightgrid. | 64 64 128 |
Lightgrid mix | gridmix | When set, lightgrid's ambient and direct lightning will be mixed together to amount of given fraction (0.3 - 30%, 0.5 - 50% etc.); | 0 |
Ambient occlusion | _aoMode | Use ambient occlusion for lightmaps. Can be one of values:
| |
AO Depth | _aoDepth | This number of units trace should pass in order to get maximum ambient lighting. 8, 16, 32 are usual values. More depth = more dark. | 128 |
AO Depth Exponent | _aoDepthExponent | Depth exponent is used as a power of trace distance checks. Lower values will soften ao effect. | 2 |
AO Gain | _aoGain | Gain makes sharp corners brighter, its an additive value. Gain is added once more than half of all ambient traces succeed. | 1 |
AO Gain Mask | _aoGainMask | RGB mask used for Gain. 1 0 0 will make gain zones to be red. | 1 1 1 |
AO Scale | _aoScale | Scale darkens zones with not enough ambient lighting. Its a multiplier which is always lesser than 1. | 1 |
AO Scale Mask | _aoScaleMask | RGB mask used for scale processing, using inverse color (1 0.5 1 will make green). | 1 1 1 |