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Editing Entity
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− | + | In [[Mapping|Quake map making]], an '''entity''' is any object defined in the [[map_file_format|.map file]] of a level, and are used to define the position and parameters of all the things that will appear in the level, such as monsters, items, doors, teleporters, lights and sounds. | |
− | In [[Mapping|Quake map making]], an '''entity''' is any object defined in the [[ | ||
==Overview== | ==Overview== | ||
− | Entities can be broadly defined as belonging to one of two different types, point entities and solid entities (also known as brush entities). | + | Entities can be broadly defined as belonging to one of two different types, '''point entities''' and '''solid entities''' (also known as brush entities). |
− | A | + | A point entity is an entity that can be thought of as being at a specific point in the level, and its geometry (if any) is predefined. For example, a monster is a point entity. A level author might place many [[monster_ogre|ogres]] in their level, but each ogre will be the same shape and behave the same way because they are defined by the game already. |
− | + | Solid entities, on the other hand, are entities which are made by the level author out of [[brush|brushes]] and can take any shape the author wishes. A [[func_door|door]], for example, is something that the level author needs to be able to make out of brushes in order to fit into different [[themes|level_theme]], different sized holes etc. | |
The static level geometry itself is also defined as a [[worldspawn]] entity, but it is a special entity that is treated differently by the [[Map_compiling|compilers]], and depending on the [[Mapping_tools#Level_Editors|level editor]] being used, its settings might be accessed from a different place to that of other entities. The worldspawn is always the first entity defined in a .map file. | The static level geometry itself is also defined as a [[worldspawn]] entity, but it is a special entity that is treated differently by the [[Map_compiling|compilers]], and depending on the [[Mapping_tools#Level_Editors|level editor]] being used, its settings might be accessed from a different place to that of other entities. The worldspawn is always the first entity defined in a .map file. | ||
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Note that sometimes the naming of keys is not particularly intuitive, so some editors hide the real key name and show the user something more easily understood. The names used in the wiki are the actual key names used by Quake, and are correct. | Note that sometimes the naming of keys is not particularly intuitive, so some editors hide the real key name and show the user something more easily understood. The names used in the wiki are the actual key names used by Quake, and are correct. | ||
− | + | ===Origin and Angle=== | |
Origin and angle are keys supported by every single entity with the exception of the [[worldspawn]], since it does not ever move and does not need them. Origin is used to define the position of an entity in the level, and angle is a value between 0 and 360 that sets its rotation. Both of these keys are usually hidden from direct editing by level editors; origin is almost always set only by moving the object around in the editor, and some editors (such as [[TrenchBroom]]) allow direct rotation of the entity to set the angle, wheras others (such as [[Worldcraft]]) have some kind of visual representation in their entity property editing tool as well as the ability to manually set the angle numerically. | Origin and angle are keys supported by every single entity with the exception of the [[worldspawn]], since it does not ever move and does not need them. Origin is used to define the position of an entity in the level, and angle is a value between 0 and 360 that sets its rotation. Both of these keys are usually hidden from direct editing by level editors; origin is almost always set only by moving the object around in the editor, and some editors (such as [[TrenchBroom]]) allow direct rotation of the entity to set the angle, wheras others (such as [[Worldcraft]]) have some kind of visual representation in their entity property editing tool as well as the ability to manually set the angle numerically. | ||
Some entities may support setting angle to up or down by using the values -1 for up and -2 for down. Other entities, such is [[info_intermission]] might require a more complex angle. This can often be specified with a [[mangle]] key. | Some entities may support setting angle to up or down by using the values -1 for up and -2 for down. Other entities, such is [[info_intermission]] might require a more complex angle. This can often be specified with a [[mangle]] key. | ||
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===Spawnflags=== | ===Spawnflags=== | ||
− | Spawnflags is the name given to a particular key that all entities support and is used to store multiple boolean parameters (flags) in a single key/value pair. The value of spawnflags is a number typically between 0 and 4096 | + | Spawnflags is the name given to a particular key that all entities support and is used to store multiple boolean parameters (flags) in a single key/value pair. The value of spawnflags is a number typically between 0 and 4096 and is calculated by adding the values given to each flag together. The value for any single flag is always a power of two. This is so that when loading a level, Quake can understand from the value of spawnflags which flags were set and which were not. |
One of the uses of spawnflags is to tell Quake whether or not to spawn entities into the level on level load. These flags are listed below: | One of the uses of spawnflags is to tell Quake whether or not to spawn entities into the level on level load. These flags are listed below: | ||
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Most [[Mapping_tools#Level_Editors|level editors]] have a simple visual representation of spawnflags with checkboxes for each flag, so that the user does not need to calculate its value manually. | Most [[Mapping_tools#Level_Editors|level editors]] have a simple visual representation of spawnflags with checkboxes for each flag, so that the user does not need to calculate its value manually. | ||
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