411 REFERENCE · Wikibooks
Q3Map2/Entity keys
Reference material by Wikibooks contributors. This retains its source identity and is not 411 news reporting.
Q3Map2-specific entity keys:
Let it be known that entity keys with a preceeding underscore ("_") character are keys read by the compiler, and keys with no preceeding underscore are read by both the compiler and the game.
_indexmap
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.
The path for _indexmap should start in the same directory as is used by your game's fs_basepath switch (i.e. "baseq3"). If your indexmap were found at "C:\path\to\Quake III Arena\baseq3\indexmap.pcx", a value of "indexmap.pcx" for the _indexmap key would be sufficient.
_indexmap used to be "alphamap", though the latter is now deprecated. A key of "alphamap" will still work, but (as it does not follow the underscored compiler key format) its use is not encouraged.
_indexmap is used on func_group entities.
_layers
Number of unique root shaders found in a terrain metashader, such as those used by Quake III: Team Arena-style terrain.
_layers used to be "layers", though the latter is now deprecated.
_layers is used on func_group entities.
_shader
Path to the metashader used to assign textures to a terrain (func_group) entity. Omit the "textures/" prefix.
_shader used to be "shader", though the latter is now deprecated.
_shader is used on func_group entities.
_lightmapscale
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.
_lightmapscale is used on func_group entities; though worldspawn supports _lightmapscale, use of lightmap scaling on the world is not recommended.
_cs or _castshadows
Allows per-entity control over shadow casting.
Defaults to 0 on entities, 1 on world. 0 = no shadow casting, 1 = casts shadows on world.
Can be used in conjunction with _rs (or _receiveshadows) for tighter control of where, exactly, certain shadows fall.
A _cs value greater than 1 (say, "7") would cast shadows on the world, and on any entity with a corresponding _rs value ("7" again, in our case) as well.
A _cs value less than 1 (say, "-7") would cast shadows only on entities with a corresponding _rs value ("-7") and not cast shadows on the world.
_cs is used on any entity.
misc_model entities, which are static, belongs to world.
_rs or _receiveshadows
Allows per-entity control over shadow reception.
Defaults to 1 on everything. 0 = receives no shadows, 1 = receives world shadows.
Can be used in conjunction with _cs (or _castshadows) for tighter control of where, exactly, certain shadows fall.
A _rs value greater than 1 (say, "7") would receive world shadows, as well as shadows from any entity with a corresponding _cs value ("7" again).
A _rs value less than 1 (say, "-7") would receive shadows only from entities with a corresponding _cs value ("-7") and not receive world shadows.
_rs is used on any entity.
_celshader
Sets the cel shader used for this entity. Omit the "textures/" prefix.
_celshader is used on any entity.
_targetname
Used to attach a misc_model entity to func_whatever entities (i.e. func_bobbing, func_rotating, etc).
_targetname is generally used on motion entities.
_keepLights
By default q3map2 removes light entities from the BSP.
Set "_keepLights" "1" on the worldspawn to keep light entities in the BSP entity lump.
Q3Map2-specific spawnflags
misc_model entity
Spawnflag 1
Toggles the model casting shadows on the map surfaces.
Spawnflag 2
Sets the autoclipping spawnflag, automatically assigning q3map_clipmodel to any shaders used by the model.
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.
Spawnflag 3
Spawnflag 1 plus Spawnflag 2.
Spawnflag 4
Sets the forcemeta spawnflag, automatically adding q3map_forcemeta to any shaders used by the model (which, in turn, allows the model to become lightmapped).
This, effectively, is the "lightmapped model" spawnflag.
Spawnflag 5
Spawnflag 1 plus Spawnflag 4.
Spawnflag 6
Spawnflag 2 plus Spawnflag 4.
Spawnflag 7
Spawnflag 1 plus Spawnflag 2 plus Spawnflag 4.