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KyodanCFG
by KyodanCFG

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
ERICW_TOOLS_DIRNoDirectory containing ericw-tools binaries (qbsp, vis, light). If not set, tools are looked up on PATH.

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
map_overviewA

Summarize a .map file: entity/brush counts, bounds, format, TrenchBroom layers/groups, textures in use, and entity class histogram.

list_entitiesA

List entities with index, classname, targetname, origin, brush count, and bounds. Optionally filter by classname substring or a property key/value.

get_entityA

Full detail for one entity: all properties, brush list with per-brush bounds and face count.

add_entityA

Add a point entity (e.g. a light, monster, item). Writes the file; TrenchBroom-HL reloads it automatically, but asks first - and defaults to KEEPING the editor version - if the document has unsaved edits.

set_entity_propertiesA

Set and/or remove properties on an existing entity. Writes the file; TrenchBroom-HL reloads it automatically, but asks first - and defaults to KEEPING the editor version - if the document has unsaved edits.

delete_entityA

Delete an entity (and all its brushes). Refuses to delete worldspawn. Writes the file; TrenchBroom-HL reloads it automatically, but asks first - and defaults to KEEPING the editor version - if the document has unsaved edits.

add_brush_boxA

Add an axis-aligned box brush. Defaults to worldspawn (entity 0); pass entity_index to add to a brush entity like func_door. Matches the map's existing texture format; on an empty map inside a Shogo workspace it writes Standard, which is the only format that game's converter reads. Writes the file; TrenchBroom-HL reloads it automatically, but asks first - and defaults to KEEPING the editor version - if the document has unsaved edits.

delete_brushA

Delete one brush from an entity. Writes the file; TrenchBroom-HL reloads it automatically, but asks first - and defaults to KEEPING the editor version - if the document has unsaved edits.

translate_entityA

Move an entity by a delta: shifts all brush geometry (keeping textures locked in Valve format) and/or the origin property. Writes the file; TrenchBroom-HL reloads it automatically, but asks first - and defaults to KEEPING the editor version - if the document has unsaved edits.

undo_last_editA

Restore the map to its state before the most recent edit made by this server (snapshot-based; one step per call). Writes the file; TrenchBroom-HL reloads it automatically, but asks first - and defaults to KEEPING the editor version - if the document has unsaved edits.

list_backupsA

List snapshot backups (made automatically before every edit) for a map.

render_previewA

Render a 2D orthographic preview of the map as an SVG file: brush footprints (worldspawn gray, brush entities orange) and point entities (blue dots with labels). Views: top (X/Y), front (X/Z), side (Y/Z).

compile_mapA

Compile a .map with ericw-tools and report what the compiler said. Runs qbsp by default; pass stages for a full build. Detects leaks, which the compiler reports as a warning and still exits successfully, and returns the coordinate the leak escaped from.

compile_shogo_mapA

Compile a .map for Shogo: Mobile Armor Division and report what the compiler produced. This is a DIFFERENT toolchain from compile_map - Shogo uses the SDK's Processor.exe (.map -> .ed -> .dat), not ericw-tools, and the two are not interchangeable. Drives the Shogo mapping kit, so it inherits the compiler's documented traps rather than repeating them. Reports light map nodes, which is the number that says whether the world is lit or will render black.

launch_mapA

Launch a compiled map in a Quake engine. Copies the .bsp into the game's maps directory, starts the engine on that map, and reports anything the engine said if it refused to start. Compile the map first: the engine loads the .bsp, not the .map.

fgd_classesA

List entity classes defined in an FGD file (name, type, description). Use this to learn what entities a game supports.

fgd_classA

Full definition of one FGD entity class with inherited properties and spawnflags resolved from its base classes.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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