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| Craziestdan (talk | contribs)  (→Entity Description:   Removed dead links) | TomEdwards (talk | contribs)  No edit summary | ||
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| {{ | {{toc-right}} | ||
| '''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 Tip:Access these properties in Hammer withMain 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.
