BSP flags (Quake and GoldSrc): Difference between revisions
SirYodaJedi (talk | contribs) m (→Surface flags) |
SirYodaJedi (talk | contribs) m (→Surface flags) |
||
Line 7: | Line 7: | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! | ! Bit !! Name !! Dev comment !! Notes | ||
|- | |- | ||
| 0x00000001 || TEX_SPECIAL || sky or slime, no lightmap or 256 subdivision || Surface does not have a lightmap. | | 0x00000001 || TEX_SPECIAL || sky or slime, no lightmap or 256 subdivision || Surface does not have a lightmap. |
Revision as of 08:58, 6 June 2024

Remember to check for any notes left by the tagger at this article's talk page.

Surface flags
Despite having a 32-bit integer available to be used, most flags go unused. Vanilla Quake engines and GoldSrc only use TEX_SPECIAL.
Bit | Name | Dev comment | Notes |
---|---|---|---|
0x00000001 | TEX_SPECIAL | sky or slime, no lightmap or 256 subdivision | Surface does not have a lightmap.
Used by |
0x00000002 | TEX_MISSING | johnfitz -- this texinfo does not have a texture | Used by fitzquake and derivatives to indicate a missing texture |
0x00000800 | ??? | N/A | Used by VERTEXNORMALS BSPX lump to indicate a face that should have smooth shading based upon its vertex normals. |
Contents types
Contents are stored as a signed 32-bit integer, and are always negative.
Ambient Types
Ambients are stored as an array of 4 unsigned bytes, indicating volume. 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 |