BSP flags (Source)
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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.
Surface flags
Surface flags on different faces of a brush generally do not need to match. If two or more conflicting flags are assigned, then the flag with the lowest bit value will take priority.
| Bit | Flag name | Official description | Notes |
|---|---|---|---|
| 0x0000 |
Content flags
Content flags on different faces of a brush almost always need to match. Mismatched contents will result in Compiler errors, and leaves it up to the Compiler to decide what contents a brush should have. If two or more conflicting flags are assigned, then the flag with the lowest bit value will take priority.
| Bit | Flag name | Official description | Notes |
|---|---|---|---|
| 0x00000000 |