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### 5.5.2 Classnames and Keys

``map2cs'` only understands a limited set of standard Quake classnames and keys. However, ``map2cs'` is being extended to include classnames and keys that are understood by Crystal Space so that map editors will be able to extend the capabilities of their editors to make full use of the Crystal Space entities.

1. Brush-Based Entities
   - Classname: `worldspawn`

     This classname identifies all brushes that are part of world geometry. This is Quake standard. In addition, `worldspawn` contains ``cs_sector'`, ``cs_sky'`, and ``thing'` brush-based entities that are supported by Crystal Space. Also, if either the ``skydome'` or ``skybox'` keys listed below are set (which defines the base name of sky textures) then ``map2cs'` will automatically generate a ``cs_skysector'`.

   - Classname: `cs_sector`

     The brush that is assigned to this classname will define a manually placed sector. Once you specify one of these, all areas of the map that you want converted must also be inside a ``cs_sector'`. ``cs_sector'`s may not overlap. The map will use the texture of the sector. That texture will be replaced wherever it touches a brush that is part of the world geometry, by the texture of that brush.

   - Classname: `cs_sky`

     This brush entity can be used to create a portal to a sky (e.g., windows).

   - Classname: `thing`
2. Point-Based Entities (i.e., player_starts, environmental entities)
   - Classname: `light`

     Identifies a static (non-moving) light source. The color and radius of the light source are determined by the key ``light'` in that entity (Quake style) or by the key ``_light'` (Half-Life style). The radius in the Crystal Space map file will be the original radius scaled with ``lightscale'` (see map2cs.cfg lightscale) and the ``scaling'` factor (see map2cs.cfg scaling). The intensity of the light source will be ``(colorvalue / 255) * (quakelight_radius / 128)'`, for each color component (red, green, and blue).

     A ``light'` has the following keys:

   - Classname: `info_player_start` and `info_player_deathmatch`

     Determines where the default player starts. This setting will only be interpreted for position, because Crystal Space has no way yet to have the player's orientation on start stored in the map file.

   - Classname: `fog`
   - Classname: `cs_sound`

     The ``sound'` entity is currently a non-moveable sound source that originates at the world origin (0,0,0).

3. Sprite Entities (2D and 3D)
   - Classname: `cs_sprite`

     This is a 2D square polygon entity with texture image. Animating textures is in development. Future keys might allow alternate shapes. Mixmode keys are used to control the texture effect; they can be combined to vary the effects.

   - Classname: `cs_model`

     Currently works with Quake1 MDL files. Importing skins is still under development. The models may be accessed from zip files specified in ``vfs.cfg'` (for example, ``lib/models = $.$/data$/models$/cs_model.zip'`). Action frames must be added manually at this time, but a frame reader is in development. Mixmode keys (as in 2DSprites) will be added.

4. Functional Entities
   - Classname: `cs_collection`

     In development: a collection will be used to create functional groups for trigger events. For example, button things that are activated to turn on a light might be grouped with the light entity and the script to control the action.

   - Classname: `cs_script`

     Scripts are used to animate moveable things, control lights, etc.

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