Talk:Worldspawn

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What material or script must be changed to change the opening title from "Half-Life" to whatever you need?Unsigned comment added by ElecHeadMatt (talkcontribs) 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)
Yea but in the editor there is "technically" no worldspawn entity but rather there is special world {} block under which that stuff is and when map is compiled it creates worldspawn entity in the entity lump. And model keyvalue is set as name of the map when the worldspawn spawns. --Nescius (talk) 05:50, 29 April 2025 (PDT)
Sure, VMF is slightly different that way. In MAP though (which is closer to the actual syntax of the entity lump), it was literally just a regular entity. Makes sense that model kv would be name of the map, since that's how you used external BSP models in Quake 1 and GoldSrc (which afaik, don't work in Quake 2 and Source).
SirYodaJedi (talk) 06:42, 29 April 2025 (PDT)
I was only talking about worldspawn in source though. Not sure how is other stuff relevant here. I was simply wondering from technical stand point if world brushes are truly part of the "worldspawn" entity because changing its origin/angles doesn't do anything. --Nescius (talk) 06:55, 29 April 2025 (PDT)