Difference between revisions of "Mapping/Entities/Worldspawn"

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Latest revision as of 10:57, 25 March 2013

Setting worldspawn

You have to set several worldspawn flags to be able to use the map for UFO:AI and you can override some default settings for the lighting in the worldspawn, too.

To set these flags, open your map, go to the Entities sidepanel and search for the worldspawn entity. Select it and look in the bottom panel of the sidepanel. Click on an existing key's value to edit the value, or click on the New button to add a new key.

See below for valid keys. You can override the map compiler default values.

For random maps you can put the worldspawn flags into the ump file.

Keys

Any values with _day and _night refer to their respective time of day, and both should be used.

  • color_day, color_night
Color for the sunlight or moonlight in RGB. This value must be set or the light is ignored.
Example (day): Template:Path
  • light_day, light_night
Intensity of the light: a value between 1 and 255
Example (day): Template:Path
  • angles_day, angles_night
Angle of the sunlight or moonlight. The first value is the pitch (up/down), the second is the yaw (x-y direction in 360 degrees)
Example: Template:Path
  • ambient_day, ambient_night
Color for the ambient light in RGB (ie - how dark it should be where no light reaches). A small amount of ambient light is recommended for all maps.
Example (day): Template:Path
  • maxlevel
The highest selectable level (int). Range is 1-8.
  • maxteams
The max. teams for multiplayer. Range is 1-4.
  • nextmap
The map that should be started after this one was finished
  • norandomspawn
Do not use random spawn positions for actors to spawn them. If this flag is specified, actors of all teams are spawned in the order the spawnpoints were originally created.
  • subdivide
Controls maximum surface size for the bsp stage of the compile. Generally, the default value 1024 is recommended. Lower values may reduce artifacts, while higher values may reduce r_speeds.
  • brightness
Controls light intensity. This is used to uniformly brighten or darken your level. 1.0 is default, all positive floating point values are valid.
  • saturation
Controls light saturation, or color influence. This can be used to make a level look more colorful, or more pale. The default value is 1.0. Values from 0.5 to 3.0 are most useful.
  • contrast
Controls light contrast. This can be used to create darker dark areas and lighter light areas. The default value is 1.0. Values significantly higher than 1.0 are not recommended.
  • quant
Controls lightmap resolution, which is relative to texture size. Default is 4 (1 << 4). A value of 3 will produce sharper lightmaps, but will dramatically lengthen your radiosity compile times. In fact, setting this to 5 during development is a nice trick for speeding up your level design process.

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