Worldspawn

Worldspawn - "The world" entity which holds all non-interactive geometry. In other worlds and static brushes are part of the worldspawn, any dynamic brushes (toggleable walls, trains) are not. World is a big model, and only one model that used VIS and other culling optimisations for rendering.

Keys of worldspawn are used to set global map configuration.

In QuakeC, worldspawn keys is read-only, they cannot be changed once map is compiled.

World keys list

 * Map title
 * message
 * Map name used in console. For savegames and game UI Blood Omnicide stores localized map name in translation scripts.
 * Min light
 * _minlight
 * Lightmap/lightgrid/vertex lighy minimal level. Makes map darkest areas to look brighter, useful for outdoor maps.
 * Min grid light
 * _mingridlight
 * Explicit minlight for lightgrid.
 * Lightgrid size
 * gridsize
 * Size of lightgrid cell, lesser size = more lightgrid points = more detailed lightgrid.
 * 64 64 128
 * Lightgrid mix
 * gridmix
 * When set, lightgrid's ambient and direct lightning will be mixed together to amount of given fraction (0.3 - 30%, 0.5 - 50% etc.);
 * 0
 * Ambient occlusion
 * _aoMode
 * Use ambient occlusion for lightmaps. Can be one of values:
 * empty - no ambient occlusion
 * 2 low quality (48 vectors)
 * 3 high quality (164 vectors)
 * AO Depth
 * _aoDepth
 * This number of units trace should pass in order to get maximum ambient lighting. 8, 16, 32 are usual values. More depth = more dark.
 * 128
 * AO Depth Exponent
 * _aoDepthExponent
 * Depth exponent is used as a power of trace distance checks. Lower values will soften ao effect.
 * 2
 * AO Gain
 * _aoGain
 * Gain makes sharp corners brighter, its an additive value. Gain is added once more than half of all ambient traces succeed.
 * 1
 * AO Gain Mask
 * _aoGainMask
 * RGB mask used for Gain. 1 0 0 will make gain zones to be red.
 * 1 1 1
 * AO Scale
 * _aoScale
 * Scale darkens zones with not enough ambient lighting. Its a multiplier which is always lesser than 1.
 * 1
 * AO Scale Mask
 * _aoScaleMask
 * RGB mask used for scale processing, using inverse color (1 0.5 1 will make green).
 * 1 1 1
 * RGB mask used for Gain. 1 0 0 will make gain zones to be red.
 * 1 1 1
 * AO Scale
 * _aoScale
 * Scale darkens zones with not enough ambient lighting. Its a multiplier which is always lesser than 1.
 * 1
 * AO Scale Mask
 * _aoScaleMask
 * RGB mask used for scale processing, using inverse color (1 0.5 1 will make green).
 * 1 1 1
 * RGB mask used for scale processing, using inverse color (1 0.5 1 will make green).
 * 1 1 1

=See also=
 * func_group