Talk:Worldspawn: Difference between revisions
SirYodaJedi (talk | contribs) |
SirYodaJedi (talk | contribs) |
||
Line 23: | Line 23: | ||
: No, visleaves are only generated from world brushes. Prop_static (and func_detail brushes) get rolled into worldspawn to save on the number of entities. [[User:Rectus|Rectus]] ([[User talk:Rectus|talk]]) 15:39, 4 March 2017 (UTC) | : No, visleaves are only generated from world brushes. Prop_static (and func_detail brushes) get rolled into worldspawn to save on the number of entities. [[User:Rectus|Rectus]] ([[User talk:Rectus|talk]]) 15:39, 4 March 2017 (UTC) | ||
::Prop_static are not technically really part of the worldspawn. They are their own entity and traces that hit prop_static are coded to return the worldspawn. At least to my understanding. I am not actually sure that even world brushes are technically part of the worldspawn because if you change worldspawn orgin/angles nothing is actually affected. It seems rather that worldspawn is just a logical entity that holds information about the map and takes the blame when stuff collides with worldbrushes and prop_statics --[[User:Nescius|Nescius]] ([[User talk:Nescius|talk]]) 05:35, 29 April 2025 (PDT) | ::Prop_static are not technically really part of the worldspawn. They are their own entity and traces that hit prop_static are coded to return the worldspawn. At least to my understanding. I am not actually sure that even world brushes are technically part of the worldspawn because if you change worldspawn orgin/angles nothing is actually affected. It seems rather that worldspawn is just a logical entity that holds information about the map and takes the blame when stuff collides with worldbrushes and prop_statics --[[User:Nescius|Nescius]] ([[User talk:Nescius|talk]]) 05:35, 29 April 2025 (PDT) | ||
:::Well, in the editor (and the uncompiled MAP/VMF), world brushes are part of worldspawn. Worldspawn is a bit special though, since it doesn't have a defined bmodel.<br/>— [[User:SirYodaJedi|SirYodaJedi]] ([[User_talk:SirYodaJedi|talk]]) 05:41, 29 April 2025 (PDT) | :::Well, in the editor (and the uncompiled MAP/VMF), world brushes are part of worldspawn. Worldspawn is a bit special though, since it doesn't have a defined bmodel (It uses bmodel 0, but it doesn't have a model key, and you can't even call bmodel 0 from the model key).<br/>— [[User:SirYodaJedi|SirYodaJedi]] ([[User_talk:SirYodaJedi|talk]]) 05:41, 29 April 2025 (PDT) |
Revision as of 05:45, 29 April 2025
Show title
What material or script must be changed to change the opening title from "Half-Life" to whatever you need?—Unsigned comment added by ElecHeadMatt (talk • contribs) Always sign your posts with four tildes (~~~~)
- I can remember seeing Half-Life 2 in a sprite file. But this isnt really the topic to discuss that IMO.--TheJ89 00:27, 27 Jul 2005 (PDT)
World is cold
There's a new Worldspawn property added in the new beta - what does it do, exactly? FGD entry pasted below. --Campaignjunkie (talk) 16:02, 14 Feb 2006 (PST)
coldworld(choices) : "World is cold" : 0 = [ 0 : "No" 1 : "Yes" ]
this is specifically for DOD:S and dod_kalt and snowy maps...if set, players will have oscillating emissions of fog from their mouths—ts2do 16:16, 14 Feb 2006 (PST)
- Coldworld now appears to be standard in Source Base SDK, and my worldspawn also has a Targetname field. --Beeswax 15:33, 11 Apr 2008 (PDT)
Only one
There can be only one. Fortunately, since Hammer doesn't allow worldspawn to be created directly it's very difficult for this rule to be broken. - what the hell does this mean? I know the line in the movie, but it doesn't make any sense to me here. Avatar 11:58, 21 February 2009 (UTC)
- It means that you can't make more than one worldspawn entity at a time, and there is no way to just place one down in a map. You might be able to create it as a seperate entity by messing with the fgd, but it might just take the first instance of the entity it finds. Solokiller 15:39, 21 February 2009 (UTC)
prop_static
So, if prop_static is consisted in world spawn it makes visleaves? --★Fatal_Error★ (talk) 09:10, 4 March 2017 (UTC)
- No, visleaves are only generated from world brushes. Prop_static (and func_detail brushes) get rolled into worldspawn to save on the number of entities. Rectus (talk) 15:39, 4 March 2017 (UTC)
- Prop_static are not technically really part of the worldspawn. They are their own entity and traces that hit prop_static are coded to return the worldspawn. At least to my understanding. I am not actually sure that even world brushes are technically part of the worldspawn because if you change worldspawn orgin/angles nothing is actually affected. It seems rather that worldspawn is just a logical entity that holds information about the map and takes the blame when stuff collides with worldbrushes and prop_statics --Nescius (talk) 05:35, 29 April 2025 (PDT)
- Well, in the editor (and the uncompiled MAP/VMF), world brushes are part of worldspawn. Worldspawn is a bit special though, since it doesn't have a defined bmodel (It uses bmodel 0, but it doesn't have a model key, and you can't even call bmodel 0 from the model key).
— SirYodaJedi (talk) 05:41, 29 April 2025 (PDT)
- Well, in the editor (and the uncompiled MAP/VMF), world brushes are part of worldspawn. Worldspawn is a bit special though, since it doesn't have a defined bmodel (It uses bmodel 0, but it doesn't have a model key, and you can't even call bmodel 0 from the model key).
- Prop_static are not technically really part of the worldspawn. They are their own entity and traces that hit prop_static are coded to return the worldspawn. At least to my understanding. I am not actually sure that even world brushes are technically part of the worldspawn because if you change worldspawn orgin/angles nothing is actually affected. It seems rather that worldspawn is just a logical entity that holds information about the map and takes the blame when stuff collides with worldbrushes and prop_statics --Nescius (talk) 05:35, 29 April 2025 (PDT)