Worldspawn: Difference between revisions
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'''Worldspawn''' (or just "the world") is the single entity that stores the noninteractive parts of a map, alongside some global configuration options. In other words: | |||
* [[Brush]]es | |||
* [[prop_static|Static props]] | |||
* Map name, [[skybox]], [[context]]s... {{tip|Access these properties in Hammer with <code>Main menu > Edit > Map properties...</code>}} | |||
Some other notes: | |||
*[[Wikipedia:Highlander (film)|There can only be one.]] Fortunately, since Hammer doesn't allow worldspawn to be created directly it's very difficult for this rule to be broken. | |||
*Damage from the environment (and [[kill]]) is attributed to the world. | |||
*[[Constraint]]s can be assigned to worldspawn by not specifying a name for their subject/target, but the results are rarely desirable. | |||
== See also == | |||
* | * <code>[[CWorld]]</code> | ||
* [[Skybox]] | |||
== | === Related entities === | ||
There are | |||
There are a few other 'map property' entities which should not have more than one instance in a map. They are: | |||
;Skybox | |||
: [[env_fog_controller]] | |||
: [[light_environment]] | |||
: [[shadow_control]] | |||
: [[env_sun]] ({{todo|actually, multiple suns might be allowable}}) | |||
: [[sky_camera]] (unique location) | |||
; Optimisation | |||
: [[game_ragdoll_manager]] | |||
: [[game_weapon_manager]] | |||
: [[game_gib_manager]] | |||
: [[water_lod_control]] | |||
; Logic | |||
: [[game_end]] | |||
: [[info_intermission]] (unique location) | |||
: [[env_global]] | |||
== Keyvalues == | == Keyvalues == | ||
; <code>message <[[string]]></code> | |||
: Map's description / title. Doesn't seem to be used anywhere any more. | |||
; <code>skyname <sky material prefix></code> | |||
: [[Skybox]] material. See [[Sky List]]. | |||
; <code>chaptertitle <string></code> | |||
: Chapter Title that appears on screen when this level starts. | |||
; <code>startdark <[[bool]]></code> | |||
: Fades the map in {{bug|The fade is carried out every time the map loads, including when loading from a saved game. Use [[env_fade]] instead.}} | |||
; <code>gametitle <bool></code> | |||
: Should the game's title appear on-screen when the map starts? | |||
; <code>newunit <bool></code> | |||
: Used to clear out saved data of previous maps, which reduces saves' filesize. Only enable if the player cannot return to any previous map. | |||
; <code>maxoccludeearea <[[float]]></code> | |||
: Prevents occlusion testing for entities that take up more than X% of the screen. | |||
; <code>minoccluderarea <float></code> | |||
: Prevents this occluder from being used if it takes up less than X% of the screen. | |||
; <code>maxpropscreenwidth <float></code> | |||
: Number of pixels wide at which all props in the level start to fade (-1 = use <code>fademaxdist</code>). This number is ignored if the prop has a specific fade distance specified. | |||
; <code>minpropscreenwidth <float></code> | |||
: Minimum number of pixels wide at which the prop is visible (0 = don't fade out). This number is ignored if the prop has a specific fade distance specified. | |||
; <code>{{ep1 add|detailvbsp}} <file></code> | |||
: [[Detail.vbsp]] file to use for creating detail props. Must be located in game root. | |||
; <code>{{ep1 add|detailmaterial}} <material></code> | |||
: Detail material file | |||
; <code>coldworld <bool></code> | |||
: If set, [[Day of Defeat: Source]] player models will emit breath particles from their mouth [[attachment]]s. No effect elsewhere. | |||
* {{kv responsecontext}} | * {{kv responsecontext}} | ||
== Inputs == | == Inputs == | ||
* {{i responsecontext}} | * {{i responsecontext}} | ||
[[Category:Entities]] |
Revision as of 15:56, 14 January 2009
Worldspawn (or just "the world") is the single entity that stores the noninteractive parts of a map, alongside some global configuration options. In other words:
- Brushes
- Static props
- Map name, skybox, contexts...
Tip:Access these properties in Hammer with
Main menu > Edit > Map properties...
Some other notes:
- There can only be one. Fortunately, since Hammer doesn't allow worldspawn to be created directly it's very difficult for this rule to be broken.
- Damage from the environment (and kill) is attributed to the world.
- Constraints can be assigned to worldspawn by not specifying a name for their subject/target, but the results are rarely desirable.
See also
Related entities
There are a few other 'map property' entities which should not have more than one instance in a map. They are:
- Skybox
- env_fog_controller
- light_environment
- shadow_control
- env_sun (Todo: actually, multiple suns might be allowable)
- sky_camera (unique location)
- Optimisation
- game_ragdoll_manager
- game_weapon_manager
- game_gib_manager
- water_lod_control
- Logic
- game_end
- info_intermission (unique location)
- env_global
Keyvalues
message <string>
- Map's description / title. Doesn't seem to be used anywhere any more.
skyname <sky material prefix>
- Skybox material. See Sky List.
chaptertitle <string>
- Chapter Title that appears on screen when this level starts.
startdark <bool>
- Fades the map in
gametitle <bool>
- Should the game's title appear on-screen when the map starts?
newunit <bool>
- Used to clear out saved data of previous maps, which reduces saves' filesize. Only enable if the player cannot return to any previous map.
maxoccludeearea <float>
- Prevents occlusion testing for entities that take up more than X% of the screen.
minoccluderarea <float>
- Prevents this occluder from being used if it takes up less than X% of the screen.
maxpropscreenwidth <float>
- Number of pixels wide at which all props in the level start to fade (-1 = use
fademaxdist
). This number is ignored if the prop has a specific fade distance specified. minpropscreenwidth <float>
- Minimum number of pixels wide at which the prop is visible (0 = don't fade out). This number is ignored if the prop has a specific fade distance specified.
Template:Ep1 add <file>
- Detail.vbsp file to use for creating detail props. Must be located in game root.
Template:Ep1 add <material>
- Detail material file
coldworld <bool>
- If set, Day of Defeat: Source player models will emit breath particles from their mouth attachments. No effect elsewhere.