BSP flags (Quake and GoldSrc)
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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.
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.
Flag | Name | Notes |
---|---|---|
0x00000001 | TEX_SPECIAL | Surface does not have a lightmap. Used by QBSP to tell LIGHT to not generate lightmaps for sky and liquid surfaces]] |
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 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 |