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BSP flags (Source): Difference between revisions

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(Created page with "{{draft}} {{path|public/bspflags.h}} defines bitfields used to tell the game engine and compiler how a brush face should be drawn in-game (surface flags), and what should be i...")
 
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{{path|public/bspflags.h}} defines bitfields used to tell the game engine and compiler how a brush face should be drawn in-game (surface flags), and what should be inside the brush (contents flags).
{{path|[https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/public/bspflags.h public/bspflags]|h}} defines bitfields used to tell the game engine and compiler how a brush face should be drawn in-game (surface flags), and what should be inside the brush (contents flags). They are descended from the [[WAL#Texture flags|method used by Quake II]].


These are normally defined via [[Material map compile flags]], but they can also be applied directly into a VMF's brush face, using "contents" "####" for contents flags and "flags" "####" for surface flags. Some values are also defined via other means, such as [[func_detail]] for CONTENTS_DETAIL.
These are normally defined via [[Material map compile flags]], but they can also be applied directly into a VMF's brush face, using {{code|"contents" "####"}} for contents flags and {{code|"flags" "####"}} for surface flags (wherein {{code|<nowiki>####</nowiki>}} is the bitfield represented in base 10 form). Some values are also defined via other means, such as [[func_detail]] for CONTENTS_DETAIL.
{{modernImportant|{{hammer4|4}} strips these values! Put applicable geometry in an [[instance]] to avoid issues.{{modernConfirm|{{hammer++|4}} might keep the values.}} }}
{{modernImportant|{{hammer4|4}} strips these values! Put applicable geometry in an [[instance]] to avoid issues.{{modernConfirm|{{hammer++|4}} might keep the values.}} }}

Revision as of 12:44, 22 December 2023

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🖿public/bspflags.h defines bitfields used to tell the game engine and compiler how a brush face should be drawn in-game (surface flags), and what should be inside the brush (contents flags). They are descended from the method used by Quake II.

These are normally defined via Material map compile flags, but they can also be applied directly into a VMF's brush face, using "contents" "####" for contents flags and "flags" "####" for surface flags (wherein #### is the bitfield represented in base 10 form). Some values are also defined via other means, such as func_detail for CONTENTS_DETAIL.

Icon-Important.pngImportant:Hammer Hammer 4.x strips these values! Put applicable geometry in an instance to avoid issues.
Confirm:Hammer++ Hammer++ might keep the values.