Call of Duty 4: worldspawn settings: Difference between revisions

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{{Note|Every map should have exactly one worldspawn. Worldspawn settings are what determine the Lighting, Ambient Lighting and Sun properties for your level.}}
[[Category:Call of Duty 4]]


[[Image:Nutshell.png]] Every map should have exactly one worldspawn. Worldspawn settings are what determine the Lighting, Ambient Lighting and Sun properties for your level.
{{Info|You can find the Cod4 Stock Worldspawn Settings [[Call of Duty 4: Stock worldspawn settings|here]]}}
 
[[Image:Information.png]] You can find the Cod4 Stock Worldspawn Settings [[Call of Duty 4: Stock worldspawn settings|here]]


== How? ==
== How? ==


*To add Worldspawn settings to your map/level, open it in Radiant, deselect all and press 'N'. It will bring up the Entity Window; Scroll to the end and click to hightlight 'Wolrdspawn'
*To add Worldspawn settings to your map/level, open it in Radiant, deselect all and press {{Key|N}}. It will bring up the Entity Window; Scroll to the end and click to hightlight 'Worldspawn'




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''Below is the list of possible Key/Values in use for Worldspawn settings''  
''Below is the list of possible Key/Values in use for Worldspawn settings''  


*<font color="yellow">music -</font> Music wav file. Can optionally specify intro & loop files to play
*{{Color|music -|yellow}} Music wav file. Can optionally specify intro & loop files to play
*<font color="yellow">ambienttrack -</font> Ambient wav file.
*{{Color|ambienttrack -|yellow}} Ambient wav file.
*<font color="yellow">gravity -</font> 800 is default gravity
*{{Color|gravity -|yellow}} 800 is default gravity
*<font color="yellow">message -</font> Text to print during connection process
*{{Color|message -|yellow}} Text to print during connection process
*<font color="yellow">ambient -</font> Ambient light value (single scale, 1 = full bright, 2 = full overbright, must use '_color')
*{{Color|ambient -|yellow}} Ambient light value (single scale, 1 = full bright, 2 = full overbright, must use '_color')
*<font color="yellow">_color -</font> Ambient light color (RGB triple, must be used with 'ambient')
*{{Color|_color -|yellow}} Ambient light color (RGB triple, must be used with 'ambient')
*<font color="yellow">sunColor -</font> RGB values for direct sunlight color (color only, not brightness, 0-1 scale, works with 'sunlight')
*{{Color|sunColor -|yellow}} RGB values for direct sunlight color (color only, not brightness, 0-1 scale, works with 'sunlight')
*<font color="yellow">sunLight -</font> Intensity of the sun (1 = fullbright, 2 = full overbright for something facing directly at the sun, must use 'suncolor')
*{{Color|sunLight -|yellow}} Intensity of the sun (1 = fullbright, 2 = full overbright for something facing directly at the sun, must use 'suncolor')
*<font color="yellow">sunRadiosity -</font> Intensity of the sun used for radiosity.  If not set, 'sunLight' is used for radiosity too.  Set higher than 'sunLight' to make sun radiosity stronger.
*{{Color|sunRadiosity -|yellow}} Intensity of the sun used for radiosity.  If not set, 'sunLight' is used for radiosity too.  Set higher than 'sunLight' to make sun radiosity stronger.
*<font color="yellow">sunDiffuseColor -</font> RGB values for diffuse sunlight color (color only, not brightness, 0-1 scale, works with 'diffusefraction')
*{{Color|sunDiffuseColor -|yellow}} RGB values for diffuse sunlight color (color only, not brightness, 0-1 scale, works with 'diffusefraction')
*<font color="yellow">diffuseFraction -</font> fraction of sunlight intensity to come from the diffuse lighting (in range 0-1; eg, 0.5, works with 'sundiffusecolor')
*{{Color|diffuseFraction -|yellow}} fraction of sunlight intensity to come from the diffuse lighting (in range 0-1; eg, 0.5, works with 'sundiffusecolor')
*<font color="yellow">sunDirection -</font> pitch-yaw-roll for direction to sun (eg, sundirection -45 135 0).  Pitch is usually 0 to -90 and yaw is any angle.
*{{Color|sunDirection -|yellow}} pitch-yaw-roll for direction to sun (eg, sundirection -45 135 0).  Pitch is usually 0 to -90 and yaw is any angle.
*<font color="yellow">sunIsPrimaryLight -</font> set to 0 to make the sun a secondary light.  If absent or non-zero, the sun is a primary light.
*{{Color|sunIsPrimaryLight -|yellow}} set to 0 to make the sun a secondary light.  If absent or non-zero, the sun is a primary light.
*<font color="yellow">radiosityScale -</font> how much light bounces on each radiosity pass.  1 is the "physically correct" default.  Smaller values reduce radiosity, larger values exaggerate it.
*{{Color|radiosityScale -|yellow}} how much light bounces on each radiosity pass.  1 is the "physically correct" default.  Smaller values reduce radiosity, larger values exaggerate it.
*<font color="yellow">contrastGain -</font> 0 to 1 scale for adding contrast to bumpmap lighting.  0 is no added contrast, 1 is maximum.  Higher values may have artifacts.
*{{Color|contrastGain -|yellow}} 0 to 1 scale for adding contrast to bumpmap lighting.  0 is no added contrast, 1 is maximum.  Higher values may have artifacts.
*<font color="yellow">northyaw -</font> yaw angle that denotes the direction of north
*{{Color|northyaw -|yellow}} yaw angle that denotes the direction of north
*<font color="yellow">reflection_color_correction -</font> name of the default color correction to use for reflection probe
*{{Color|reflection_color_correction -|yellow}} name of the default color correction to use for reflection probe
*<font color="yellow">reflection_ignore_portals -</font> if not 0 or blank ignore portals when finding closest reflection probe for static geometry.
*{{Color|reflection_ignore_portals -|yellow}} if not 0 or blank ignore portals when finding closest reflection probe for static geometry.
*<font color="yellow">coll_node_limit -</font> if set to a non-zero value limit the number of children per node in the collision trees.
*{{Color|coll_node_limit -|yellow}} if set to a non-zero value limit the number of children per node in the collision trees.
*<font color="yellow">blocksize -</font> if set to a non-zero use for the blocksize when compiling the map.  Blocksize will cut the map geometry, increasing the total geometry and memory but it may help performance in some cases.
*{{Color|blocksize -|yellow}} if set to a non-zero use for the blocksize when compiling the map.  Blocksize will cut the map geometry, increasing the total geometry and memory but it may help performance in some cases.


[[Image:Information.png]] To view the Worlspawn setting in Radiant you can use F8 then Ctrl-F8
{{Hint|To view the Worlspawn setting in Radiant you can use {{Key|F8}} then {{Key|Ctrl+F8}} }}


[[Image:Worldspawn2.png]]
[[Image:Worldspawn2.png]]


== Example ==
== Example ==
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--[[User:Zeroy|Zeroy.]] 13:03, 28 October 2008 (UTC)
--[[User:Zeroy|Zeroy.]] 13:03, 28 October 2008 (UTC)
[[Category:Call of Duty 4]]
[[Category:Mapping]]
[[Category:Lighting]]
[[Category:Worldspawn]]
[[Category:Radiant]]
[[Category:Technical Reference]]

Revision as of 05:21, 19 July 2009

Every map should have exactly one worldspawn. Worldspawn settings are what determine the Lighting, Ambient Lighting and Sun properties for your level.
You can find the Cod4 Stock Worldspawn Settings here

How?

  • To add Worldspawn settings to your map/level, open it in Radiant, deselect all and press [N]. It will bring up the Entity Window; Scroll to the end and click to hightlight 'Worldspawn'



Keys/Values

Below is the list of possible Key/Values in use for Worldspawn settings

  • music - Music wav file. Can optionally specify intro & loop files to play
  • ambienttrack - Ambient wav file.
  • gravity - 800 is default gravity
  • message - Text to print during connection process
  • ambient - Ambient light value (single scale, 1 = full bright, 2 = full overbright, must use '_color')
  • _color - Ambient light color (RGB triple, must be used with 'ambient')
  • sunColor - RGB values for direct sunlight color (color only, not brightness, 0-1 scale, works with 'sunlight')
  • sunLight - Intensity of the sun (1 = fullbright, 2 = full overbright for something facing directly at the sun, must use 'suncolor')
  • sunRadiosity - Intensity of the sun used for radiosity. If not set, 'sunLight' is used for radiosity too. Set higher than 'sunLight' to make sun radiosity stronger.
  • sunDiffuseColor - RGB values for diffuse sunlight color (color only, not brightness, 0-1 scale, works with 'diffusefraction')
  • diffuseFraction - fraction of sunlight intensity to come from the diffuse lighting (in range 0-1; eg, 0.5, works with 'sundiffusecolor')
  • sunDirection - pitch-yaw-roll for direction to sun (eg, sundirection -45 135 0). Pitch is usually 0 to -90 and yaw is any angle.
  • sunIsPrimaryLight - set to 0 to make the sun a secondary light. If absent or non-zero, the sun is a primary light.
  • radiosityScale - how much light bounces on each radiosity pass. 1 is the "physically correct" default. Smaller values reduce radiosity, larger values exaggerate it.
  • contrastGain - 0 to 1 scale for adding contrast to bumpmap lighting. 0 is no added contrast, 1 is maximum. Higher values may have artifacts.
  • northyaw - yaw angle that denotes the direction of north
  • reflection_color_correction - name of the default color correction to use for reflection probe
  • reflection_ignore_portals - if not 0 or blank ignore portals when finding closest reflection probe for static geometry.
  • coll_node_limit - if set to a non-zero value limit the number of children per node in the collision trees.
  • blocksize - if set to a non-zero use for the blocksize when compiling the map. Blocksize will cut the map geometry, increasing the total geometry and memory but it may help performance in some cases.
To view the Worlspawn setting in Radiant you can use [F8] then [Ctrl+F8]


Example

As an example here are the Worldspawn settings from Overgrown, which are bright day light.

"radiosityScale" "2" 
"diffusefraction" "0.25" 
"_color" "0.46 0.64 0.61" 
"sunlight" "1.1" 
"sundirection" "-147 119 0" 
"sundiffusecolor" "0.80 0.88 0.94" 
"suncolor" "0.84 0.81 0.58" 
"ambient" ".10"


--Zeroy. 13:03, 28 October 2008 (UTC)