BSP flags (Quake and GoldSrc): Difference between revisions
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| -2 || CONTENTS_SOLID || || Default. | | -2 || CONTENTS_SOLID || || Default. | ||
|- | |- | ||
| -3 || CONTENTS_WATER || || | | -3 || CONTENTS_WATER || || A liquid, usually water. Textures with the {{code|!}} prefix are usually | ||
|- | |- | ||
| -4 || CONTENTS_SLIME || || | | -4 || CONTENTS_SLIME || || | ||
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| -14 || CONTENTS_DOWN || || | | -14 || CONTENTS_DOWN || || | ||
|- | |- | ||
| -15 || CONTENTS_TRANSLUCENT {{quake|not}} || || Like water, but never solid | | -15 || CONTENTS_TRANSLUCENT {{quake|not}} || || Like water, but never solid. Despite this, it still affects VIS. | ||
|- | |- | ||
| -16 || CONTENTS_LADDER {{quake|not}} || || | | -16 || CONTENTS_LADDER {{quake|not}} || || Climbable. | ||
|- | |- | ||
| -17 || CONTENTS_FLYFIELD {{quake|not}} || || Zero gravity | | -17 || CONTENTS_FLYFIELD {{quake|not}} || || Zero gravity |
Revision as of 14:13, 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.
