Worldspawn
From Blood Wiki
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 that used VIS and other culling optimisations for rendering.
In QuakeC, worldspawn keys is read-only, they cannot be changed once map is compiled.
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. |
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.); |
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. |
AO Depth Exponent | _aoDepthExponent | Depth exponent is used as a power of trace distance checks. Default is 2. Lower values will soften ao effect. |
AO Gain | _aoGain | Gain makes sharp corners brighter, its an additive value. Gain is added once more than half of all ambient traces succeed. Default is 1. |
AO Gain Mask | _aoGainMask | RGB mask used for Gain. 1 0 0 will make gain zones to be red. |
AO Scale | _aoScale | Scale darkens zones with not enough ambient lighting. Its a multiplier which is always lesser than 1. |
AO Scale Mask | _aoScaleMask | RGB mask used for scale processing, using inverse color (1 0.5 1 will make green). |
See also
- [func_group]