Entities

An entity is anything in the map that is not the carve itself: a light, a prop, a decal, a door, a sound. Each has a type and a set of properties shown in the inspector.

There are two kinds.

Kind What it is Examples
Point entity Something placed at a point Lights, props, decals, sounds
Brush entity Something made of brushes you drew Doors, lifts, trigger volumes, secret doors

How to place and edit them: Entities in the Editor section.

Types that come with Hammerite

Type Kind What it is
prop_model point A model: furniture, clutter, anything not built from brushes
decal point A picture laid on a surface: a scorch mark, a poster, a rug
light_point point A lamp whose light is baked for good
light_point_dynamic point A lamp whose baked light the game can dim or switch
light_point_movable point A lamp that is not baked: a real-time light with a shadow, that can move
light_spot point A lamp shining in a cone, baked for good
light_spot_dynamic point A cone of baked light the game can dim or switch
light_spot_movable point A real-time light shining in a cone, with a shadow, that can move
light_directional point Sun or moon
light_directional_dynamic point A directional light the game can dim or switch, such as lightning
group brush Brushwork grouped as one thing. Does nothing on its own.
trigger brush A volume that triggers another entity when something walks into it

The audio and navigation sections add their own: env_sound and env_sound_environment (Rooms, Outdoors), and nav_link (Links).

Your game adds the rest: doors, guards, pickups. What they do is your game's; see its documentation.

Props

A prop_model shows a model found where your game keeps its models.

Property Default What it does
model empty Which model, by name
collision on Whether things stop against it and agents route around it
lightmap_scale 8 World units per lightmap texel for its baked light. Bigger is cheaper and blurrier.
rotation 0, 0, 0 How it is turned, in degrees about X, Y and Z
scale 1, 1, 1 How far it is stretched along each of its own axes, before it is turned

A prop can put another texture on one of its model's materials: a property called texture/ and the material's name - lower-case, without an extension, so texture/replace0 for a material REPLACE0.GIF - holding a texture's name. A model made to be dressed differently wherever it stands, such as a door or a banner, is one model with as many looks as there are props.

The scale tool sizes a prop as it sizes brushes: each of the prop's own axes grows by as much as the drag stretches it, so a prop that is turned keeps its corners square. Bake again after sizing one.

A prop is lit by the bake like a wall. See Baking.

A prop_model on a detail table, selected, with its box and turning handle
A prop_model on a detail table, selected, with its box and turning handle

Decals

A decal is a picture laid onto the surface under it, cut to that surface's shape. It is lit by that surface's baked light, so a decal in a dark corner is dark.

Property Default What it does
decal empty Which picture, by name, from your game's decals
size 64 x 64 How big it is on the surface, in world units
angle 0 How far it is turned on the surface, in radians
normal up Which way the surface it was put on faced
affects_lighting off Whether the bake reads it. See Lighting.

Decals come from their own library, separate from surface textures. See Decals.

Lights

Every light type has energy, color and light_group. Point lights add radius; directional lights add direction and follow_sky. What they mean, and how static and dynamic lights differ, is in Lighting.

Triggers

A trigger is brushwork that triggers another entity when something walks into it: a lamp that comes on as the player enters a room, a door that opens. Draw its brushes, press Ctrl T, and pick trigger as its Entity type. Its brushwork shows only in the editor, and light passes through it.

Property Default What it does
target empty The name of the entity it triggers, chosen from the names in the map. Every entity of that name is triggered.
target_impulse nothing What it hands the entity it triggers. Pick a type, then a value. What it means is up to that entity: a dynamic or movable light reads a bool as on or off and anything else as switch over; a sound reads a bool as play or stop.
activator_group empty Only a body in this node group sets it off, such as your game's player. Empty for anything.
once off Whether it fires only the first time, until the simulation is reset

It notices nothing while the editor holds the world still. Run it (see Entities) to try it, or select it and press Space to fire it by hand.

Brush entities

A brush entity is made from brushes you select. Its brushwork belongs to it and moves with it.

  • Entity brushwork is always detail. Making structural brushes into an entity turns them into detail.
  • It carves nothing and fills nothing. A door does not close its doorway in the carve; the opening stays, and the door stands in it. See Doors and openings.
  • Its faces are never hidden against a neighbour, and hide none: a door flush with its frame is flush only until it opens.

Two brush properties in the inspector's Lighting section matter most for brush entities:

Property Default Turn it...
Casts shadow on Off for brushwork that is a marker rather than matter: a trigger volume, a region an entity claims. Light passes through it.
Bake into the world off On for brushwork that is scenery until something moves it, such as a secret door flush with its wall. See Lighting.

A game's entity type can turn either on or off for all of its brushwork at once, as a trigger turns Casts shadow off.

Entities and variants

An entity exists only in the variants its layer belongs to. See Variants.

Hammerite 2.0 · built from 6d57ab2d, 2026-10-17