BSP flags (Quake and GoldSrc): Difference between revisions
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| 3 || AMBIENT_LAVA || Normally cast by lava brushes ({{code|<nowiki>*lava</nowiki>}} prefix in {{quake}}; {{code|!lava}} prefix in {{goldsrc}}) | | 3 || AMBIENT_LAVA || Normally cast by lava brushes ({{code|<nowiki>*lava</nowiki>}} prefix in {{quake}}; {{code|!lava}} prefix in {{goldsrc}}) | ||
|} | |} | ||
== See also == | |||
* [[Texture prefixes]] |
Revision as of 14:08, 6 June 2024

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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 | Flag 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. Some entities, such as func_illusionary and func_water, allow using the skin KV to override the contents of the entity.
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.
