Worldspawn

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Worldspawn - "The world" entity which holds all non-interactive geometry. World is a big model, and only one model that used [[VIS]] and other culling optimisations for rendering.
+
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.  
 
Keys of worldspawn are used to set global map configuration.  
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| 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
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| _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. Default is 2. Lower values will soften ao effect.
+
| 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. Default is 1.
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| 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}}
  
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*[[func_group]]
 
*[[func_group]]
  
[[Category:Entity templates]]
+
[[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:
  • empty - no ambient occlusion
  • 2 low quality (48 vectors)
  • 3 high quality (164 vectors)
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

[edit] See also

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