This article's documentation is for the "GoldSrc" engine. Click here for more information.
Quake1-16px.png

BSP flags (Quake and GoldSrc): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Created page with "{{goldsrc topicon}}{{quake topicon}} {{tabs|BSP flags|quake and goldsrc=1|quake2=1|source=1}} {{draft}} {{note|These aren't actually flags, except for the surface flags; the p...")
 
mNo edit summary
Line 3: Line 3:
{{draft}}
{{draft}}
{{note|These aren't actually flags, except for the surface flags; the page title is for consistency so that the tabs work.}}
{{note|These aren't actually flags, except for the surface flags; the page title is for consistency so that the tabs work.}}
== Surface flags ==
Despite having a 32-bit integer available to be used
{| class="wikitable"
|-
! Flag !! Name !! Notes
|-
| 0x00000001 || TEX_SPECIAL || 
|-
| 0x00000002 || TEX_MISSING || Used by fitzquake and derivatives to indicate a missing texture
|-
| 0x00000800 || ??? || Used by VERTEXNORMALS [[BSPX]] lump
|}


== Contents types ==
== Contents types ==
Line 8: Line 20:


== Ambient Types ==
== Ambient Types ==
Ambients are stored as an unsigned byte, and are capped to a maximum of four types on an engine level. Only Quake uses them, and it only uses AMBIENT_SKY and AMBIENT_WATER, which are hardcoded in the engine to play specific sounds when a visleaf containing  
Ambients are stored as an unsigned byte, and are capped to a maximum of four types on an engine level. Only Quake uses them, and it only uses AMBIENT_SKY and AMBIENT_WATER, which are hardcoded in the engine to play specific sounds when a visleaf containing the given ambient type is in the current PVS.


{| class="wikitable"
{| class="wikitable"
|-
|-
! Header text !! Header text !! Header text
! Index !! Header text !! Header text
|-
|-
| 0 || AMBIENT_WATER ||  
| 0 || AMBIENT_WATER ||  

Revision as of 15:38, 4 June 2024

Icon-under construction-blue.png
This is a draft page. It is a work in progress open to editing by anyone.
Remember to check for any notes left by the tagger at this article's talk page.
Note.pngNote:These aren't actually flags, except for the surface flags; the page title is for consistency so that the tabs work.

Surface flags

Despite having a 32-bit integer available to be used

Flag Name Notes
0x00000001 TEX_SPECIAL
0x00000002 TEX_MISSING Used by fitzquake and derivatives to indicate a missing texture
0x00000800 ??? Used by VERTEXNORMALS BSPX lump

Contents types

Contents are stored as a signed 32-bit integer, and are always negative.

Ambient Types

Ambients are stored as an unsigned byte, and are capped to a maximum of four types on an engine level. Only Quake uses them, and it only uses AMBIENT_SKY and AMBIENT_WATER, which are hardcoded in the engine to play specific sounds when a visleaf containing the given ambient type is in the current PVS.

Index Header text Header text
0 AMBIENT_WATER
1 AMBIENT_SKY
2 AMBIENT_SLIME
3 AMBIENT_LAVA