1 Complete list of entity keys
2 ============================
5 - **`angle`:** shorthand for just setting the yaw angle
6 - **`angles`:** angles vector
7 - **`origin`:** origin vector
8 - **`targetname`:** name of the entity so it can be referenced by **`target`** keys.
9 - On brush entities, classname **`func_group`** and classname **`misc_model`**:
10 - **`_castShadows`, `_cs`:** sets whether the entity casts shadows
11 - **`_celshader`:** [CelShader](CelShader) to use
12 - **`_lightmapsamplesize`, `_samplesize`:** sample size to use for surfaces of this entity
13 - **`_receiveShadows`, `_rs`:** sets whether the entity receives shadows
14 - **`_shadeangle`, `_smoothnormals`, `_sn`, `_smooth`:** largest angle between faces to allow to treat them part of the same nonplanar surface
15 - **`lightmapscale`, `_lightmapscale`, `_ls`:** scaling factor for the lightmap resolution
16 - On brush entities and on classname **`func_group`**:
17 - **`_indexmap`, `alphamap`:** file name of index map image for terrain blending
18 - **`_layers`, `layers`:** number of layers of the index map image (encoded as brightness levels)
19 - **`_offsets`, `offsets`:** space separated list of z offsets
20 - **`_shader`, `shader`:** shader name prefix of the index map (when this is set to `X`, the shader names that are generated will be like `textures/X_42` and `textures/X_23to42`
22 - **`_clone`, `_ins`, `_instance`:** **`_clonename`** field value of a brush entity to clone brushes from (can be used to use the same brush model multiple times)
23 - **`_clonename`:** see **`_clone`**
24 - **`_patchMeta`, `patchMeta`:** generate a triangle soup from patches in this entity
25 - **`_patchQuality`:** quality multiplier for patches on this surface when **`_patchMeta`** is used
26 - **`_patchSubdivide`:** absolute quality setting for patches on this surface when **`_patchMeta`** is used
27 - **`max`:** override the `maxs` vector of this brush entity
28 - **`min`:** override the `mins` vector of this brush entity
29 - On classname **`worldspawn`**
30 - **`_ambient`, `ambient`:** amount of ambient light
31 - **`_blocksize`, `blocksize`, `chopsize`:** block size for unconditional BSP subdivisions
32 - **`_farplanedist`, `fogclip`, `distancecull`:** far plane distance for vis culling — this must be the shortest distance at which nothing can be seen any more due to fog
33 - **`_floodlight`:** a quintuple of values “r g b dist intensity” to set global floodlight parameters (good defaults are 240 240 255 1024 128)
34 - **`_fog`, `fog`:** if set, the whole map is fogged using the given shader name
35 - **`_foghull`:** must be set to a sky shader when `_fog` is used
36 - **`_ignoreleaks`, `ignoreleaks`:** when set, no leak test is performed
37 - **`_keepLights`:** if set, **`light`** entities are not stripped from the `BSP` file when compiling
38 - **`_mingridlight`:** amount of minimum grid light
39 - **`_minlight`:** amount of minimum light
40 - **`_minvertexlight`:** amount of minimum vertex light
41 - **`_noshadersun`:** if set, sun light from shaders is suppressed
42 - **`_q3map_cmdline`:** written by q3map2; contains the command line the map was compiled with
43 - **`_q3map_version`:** written by q3map2; contains the version of q3map2 the map was compiled with
44 - **`_style42alphagen`:** |alphaGen|-like shader definition string for light style 442 (works the same way for all style numbers)
45 - **`_style42rgbgen`:** |rgbGen|-like shader definition string for light style 42 (works the same way for all style numbers)
46 - **`gridsize`:** resolution of the light grid
47 - On classname **`light`** and classname **`lightJunior`**
48 - Note: **`lightJunior`** entities only affect the light grid.
49 - **`_anglescale`:** scales angle attenuation
50 - **`_color`:** color of the light
51 - **`_deviance`, `_deviation`, `_jitter`:** position deviance of the samples of a regular light (distributes the light samples in a cube of side length 2\*\_deviance around the origin), or angle deviance of the sun light samples in radians
52 - **`_filterradius`, `_filteradius`, `_filter`:** filter radius for this light, similar to -light -filter
53 - **`_samples`:** number of samples to use to get soft shadows from a light
54 - **`_sun`:** if 1, this light is an infinite sun light
55 - **`fade`:** Fade factor of light attenuation of linear lights. Linear lights completely vanish at distance **`light`**/(**`fade`** \* 8000), so if you want the light to vanish at distance X, specify **`light`**/(8000\*X) here.
56 - **`light`:** intensity factor (default: 300)
57 - **`radius`:** radius of a spotlight at the target point (default: 64)
58 - **`scale`:** intensity multiplier
59 - **`spawnflags`:** 1 = linear attenuation (inverted in `-wolf` lighting mode)
60 - **`spawnflags`:** 2 = no angle attenuation (inverted in `-wolf` lighting mode)
61 - **`spawnflags`:** 32 = the light color is not normalized
62 - **`spawnflags`:** 64 = force distance attenuation (why did vortex add this, this is always set...?)
63 - **`target`:** target of a spotlight
64 - **`targetname`:** when set, the light can be toggled in game by some engine provided way
65 - On classname **`light`**
66 - **`_flare`:** when set, this light is a flare without a specified shader
67 - **`_flareshader`:** shader for a flare surface generated by this light
68 - **`_style`, `style`:** light style number
69 - **`spawnflags`:** 16 = light does not affect the grid
70 - On classname **`advertisement`** (QuakeLive only)
71 - Brushes/Patches: must be a single rectangular patch surface where the ad will be placed
72 - **`cellId`:** identifier of the ad, must be used only once (??)
73 - On classname **`_decal`**
74 - Brushes/Patches: must be a single rectangular patch surface
75 - **`target`:** positional target to set the projection direction of the decal
76 - On classname **`misc_model`**
77 - **`_castShadows`, `_cs`:** sets whether the entity casts shadows
78 - **`_frame2`:** frame of second model to load
79 - **`_frame`:** frame of model to load
80 - **`_receiveShadows`, `_rs`:** sets whether the entity receives shadows
81 - **`_remapXXX`:** `XXX` can be any string to allow multiple keys for this; contains a string of the form `from;to`, and any shader `from` in the model will be replaced by `to`; the special value `*` in `from` matches all shader names
82 - **`model2`:** path name of second model to load
83 - **`model`:** path name of model to load
84 - **`modelscale`:** scaling factor for the model to include
85 - **`modelscale_vec`:** non-uniform scaling vector for the model to include
86 - **`spawnflags`:** 1 = in SoF2, append a `_RMG_BSP` suffix to shader names instead of `_BSP`
87 - **`spawnflags`:** 2 = generate clipping brushes from the model
88 - **`spawnflags`:** 4 = force this model through meta surface merging
89 - **`spawnflags`:** 8 = when generating clipping planes, perform extrusion using the original normals from the model instead of per-triangle best axial normals
90 - **`spawnflags`:** 16 = when generating clipping planes, perform extrusion using only up or down pointing normals (ideal for terrain)
91 - **`spawnflags`:** 24 = when generating clipping planes, perform extrusion by distance zero (needs engine changes to support zero-volume clipping brushes)
92 - **`spawnflags`:** 32 = turn vertex color from the model into alpha (for terrain blending)
93 - **`spawnflags`:** 64 = do not let picomodel do surface normal smoothing
94 - On classname **`_skybox`**
95 - To be placed inside a small otherwise hidden room; surfaces in it are scaled up, and visible through skybox surfaces
96 - **`_scale`:** scaling factor or vector for the portal sky (default: 64)