Enemy Territory


adds snow,rain...or "ETPRO hellfire"
Uses vis to exclude stuff beyond the specified distance.
Gravity of level (default is normal gravity: 800).
Granularity of the lightgrid created by q3map. Value is three integers separated by spaces, representing number of units between grid points in X Y Z. Default gridsize value is 128 128 256. Use larger powers of 2 to reduce BSP size and compile time on very large maps.
Lower right corner coordinate. Example "256 -256". Both mapcoordsmins and mapcoordsmaxs must be set for command map and auto map to work properly and they must be set for the map to played.
Top left corner coordinate. Example "-256 256".
Text to print during connection process. Name of the map
Music wav file
Shader to use for 'sun' image. May be overriden by shader.
Sound to be played to ALLIES at 30 seconds remaining
Sound to be played to AXIS at 30 seconds remaining
Adds a constant value to overall lighting. Use is not recommended. Ambient light will have a tendency to flatten out variations in light and shade.
q3map always splits the BSP tree along the planes X=_blocksize*n and Y=_blocksize*n. Default _blocksize value is 1024. Increase the blocksize using larger powers of 2 to reduce compile times on very large maps with a low structural brush density.
Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
Sets the cel shader used for this geometry. Overridable in entities. Note: omit the "textures/" prefix.
RGB value for ambient light color (default is 0 0 0).
Distance at which the farplane exists. Limit on how many units the vis phase of compilation can see. Used in combination with level-wide fog, it can help reduce r_speeds on large, open maps. farplanedist and fogclip should be the same value, and should match the last value in the fogparms for your fog shader.
Path to a fog shader (textures/radar/fog for example).
Shader to use for "fog hull." Foghull shader should be a sky shader. Omit the "textures/" prefix.
Keep light entities in the BSP. Normally stripped out by the BSP process and read from the .map file by the lighting phase. A value of 1 will 'keeplights' in .bsp [will increase .bsp size in relation to lights]
Floating point value scaling the resolution of lightmaps on brushes/patches in the world (default: 1.0). Use lower values for higher-detail shadows. Often better to use _lightmapscale with func_groups (brushes/patches) and not in worldspawn.
Minimum lightgrid (dynamic entity lighting) levelwide. 100 is overly bright.
Sets the minimum light value that the world architecture will have. Must have the _color key in order to work. Use is not recommended. Does not add unlike ambient. Minlight light will have a tendency to flatten out variations in light and shade. _minlight sets _minvertexlight and _mingridlight automatically.
Sets the minimum light value that entities will have.
Ignore q3map_sun/sun directives in sky shaders and ONLY use entity sun lights. Turns off the color and intensity, degrees, elevation values of the sky texture/shader but doesn't stop the surfacelight parameter. A value of 1 will set it in use.
Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding key entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
Campaign cannot be played on this map
Last Man Standing cannot be played on this map
Stopwatch cannot be played on this map
Every map needs exactly one worldspawn with mapcoordsmins AND mapcoordsmaxs set.
Atmosphere settings can be viewed via the L.D.R. @ Help > Wolfenstein:ET > Level designers reference.
*Atmosphere conditions will not be seen until a tracemap has been generated..then the map must then be reloaded.

©2019 Chruker