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		<id>http://wiki.custommapmakers.org/index.php?action=history&amp;feed=atom&amp;title=Compiling%3Aq3map2%2FEntity_keys</id>
		<title>Compiling:q3map2/Entity keys - Revision history</title>
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		<updated>2026-04-20T02:51:40Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:q3map2/Entity_keys&amp;diff=1510&amp;oldid=prev</id>
		<title>Rylius at 14:43, 13 September 2011</title>
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				<updated>2011-09-13T14:43:13Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 14:43, 13 September 2011&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l68&quot; &gt;Line 68:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 68:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=====Spawnflag 6=====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=====Spawnflag 6=====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Spawnflag math allows autoclipping and autolightmapping to be combined into one spawnflag.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*Spawnflag math allows autoclipping and autolightmapping to be combined into one spawnflag.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Compiling]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Rylius</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:q3map2/Entity_keys&amp;diff=796&amp;oldid=prev</id>
		<title>Gsigms: Created page with &quot;{{WIP}}   ===Q3Map2-specific entity keys:===  *Let it be known that entity keys with a preceeding underscore (&quot;_&quot;) character are keys read by the compiler, and keys with no prece...&quot;</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:q3map2/Entity_keys&amp;diff=796&amp;oldid=prev"/>
				<updated>2011-08-21T10:12:19Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{WIP}}   ===Q3Map2-specific entity keys:===  *Let it be known that entity keys with a preceeding underscore (&amp;quot;_&amp;quot;) character are keys read by the compiler, and keys with no prece...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Q3Map2-specific entity keys:===&lt;br /&gt;
&lt;br /&gt;
*Let it be known that entity keys with a preceeding underscore (&amp;quot;_&amp;quot;) character are keys read by the compiler, and keys with no preceeding underscore are read by both the compiler and the game.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;tt&amp;gt;_indexmap&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Path to an art file (typically .pcx or .bmp) used to guide the mapping of shaders onto a metashaded surface, such as Quake III: Team Arena-style terrain.&lt;br /&gt;
*The path for _indexmap should start in the same directory as is used by your game's fs_basepath switch (i.e. &amp;quot;baseq3&amp;quot;).  If your indexmap were found at &amp;quot;C:\path\to\Quake III Arena\baseq3\indexmap.pcx&amp;quot;, a value of &amp;quot;indexmap.pcx&amp;quot; for the _indexmap key would be sufficient.&lt;br /&gt;
*_indexmap used to be &amp;quot;alphamap&amp;quot;, though the latter is now deprecated.  A key of &amp;quot;alphamap&amp;quot; will still work, but (as it does not follow the underscored compiler key format) its use is not encouraged.&lt;br /&gt;
*_indexmap is used on func_group entities.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;tt&amp;gt;_layers&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Number of unique root shaders found in a terrain metashader, such as those used by Quake III: Team Arena-style terrain.&lt;br /&gt;
*_layers used to be &amp;quot;layers&amp;quot;, though the latter is now deprecated.&lt;br /&gt;
*_layers is used on func_group entities.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;tt&amp;gt;_shader&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Path to the metashader used to assign textures to a terrain (func_group) entity.  Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
*_shader used to be &amp;quot;shader&amp;quot;, though the latter is now deprecated.&lt;br /&gt;
*_shader is used on func_group entities.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;tt&amp;gt;_lightmapscale&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).  A _lightmapscale of 0.25 would result in four times as much lightmap detail as 1.0, while 4.0 would only have one quarter of 1.0's detail.&lt;br /&gt;
*_lightmapscale is used on func_group entities; though worldspawn supports _lightmapscale, use of lightmap scaling on the world is not recommended.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;tt&amp;gt;_cs&amp;lt;/tt&amp;gt; ''or'' &amp;lt;tt&amp;gt;_castshadows&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Allows per-entity control over shadow casting.&lt;br /&gt;
*Defaults to 0 on entities, 1 on world.  0 = no shadow casting, 1 = casts shadows on world.&lt;br /&gt;
*Can be used in conjunction with _rs (or _receiveshadows) for tighter control of where, exactly, certain shadows fall.&lt;br /&gt;
*A _cs value greater than 1 (say, &amp;quot;7&amp;quot;) would cast shadows on the world, and on any entity with a corresponding _rs value (&amp;quot;7&amp;quot; again, in our case) as well.&lt;br /&gt;
*A _cs value less than 1 (say, &amp;quot;-7&amp;quot;) would cast shadows only on entities with a corresponding _rs value (&amp;quot;-7&amp;quot;) and not cast shadows on the world.&lt;br /&gt;
*_cs is used on any entity.&lt;br /&gt;
*misc_model entities, which are static, belongs to world.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;tt&amp;gt;_rs&amp;lt;/tt&amp;gt; ''or'' &amp;lt;tt&amp;gt;_receiveshadows&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Allows per-entity control over shadow reception.&lt;br /&gt;
*Defaults to 1 on everything.  0 = receives no shadows, 1 = receives world shadows.&lt;br /&gt;
*Can be used in conjunction with _cs (or _castshadows) for tighter control of where, exactly, certain shadows fall.&lt;br /&gt;
*A _rs value greater than 1 (say, &amp;quot;7&amp;quot;) would receive world shadows, as well as shadows from any entity with a corresponding _cs value (&amp;quot;7&amp;quot; again).&lt;br /&gt;
*A _rs value less than 1 (say, &amp;quot;-7&amp;quot;) would receive shadows only from entities with a corresponding _cs value (&amp;quot;-7&amp;quot;) and not receive world shadows.&lt;br /&gt;
*_rs is used on any entity.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;tt&amp;gt;_celshader&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Sets the cel shader used for this entity.  Omit the &amp;quot;textures/&amp;quot; prefix.&lt;br /&gt;
*_celshader is used on any entity.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;tt&amp;gt;_targetname&amp;lt;/tt&amp;gt;====&lt;br /&gt;
*Used to attach a misc_model entity to func_whatever entities (i.e. func_bobbing, func_rotating, etc).&lt;br /&gt;
*_targetname is generally used on motion entities.&lt;br /&gt;
&lt;br /&gt;
===Q3Map2-specific spawnflags===&lt;br /&gt;
&lt;br /&gt;
====misc_model entity====&lt;br /&gt;
&lt;br /&gt;
=====Spawnflag 1=====&lt;br /&gt;
*Toggles the model casting shadows on the map surfaces. &lt;br /&gt;
&lt;br /&gt;
=====Spawnflag 2=====&lt;br /&gt;
*Sets the autoclipping spawnflag, automatically assigning q3map_clipmodel to any shaders used by the model.&lt;br /&gt;
*Use of Q3Map2 autoclipping for models is only recommended for large models with relatively few triangles in their mesh (i.e. terrain).  The Q3Map2 autoclipping algorithm is a bit of a hack, and can hurt in-game performance (as well as produce erroneous clipping results) when used on small, dense models.&lt;br /&gt;
&lt;br /&gt;
=====Spawnflag 4=====&lt;br /&gt;
*Sets the forcemeta spawnflag, automatically adding q3map_forcemeta to any shaders used by the model (which, in turn, allows the model to become lightmapped).&lt;br /&gt;
*This, effectively, is the &amp;quot;lightmapped model&amp;quot; spawnflag.&lt;br /&gt;
&lt;br /&gt;
=====Spawnflag 6=====&lt;br /&gt;
*Spawnflag math allows autoclipping and autolightmapping to be combined into one spawnflag.&lt;/div&gt;</summary>
		<author><name>Gsigms</name></author>	</entry>

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