weixin_39966020 2020-11-20 12:51
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fix flags & tags in Q3 game config

Quake 3 has no surface flags, and only the "detail" content flag.

This cleanup is dependent on issue #3229 because otherwise the flags editor UI will look pretty horrid for Quake 3 (vast landscape of "unused unused unused").

Copying some discussion originally from issue #3229 ...

I'm curious about all the surface and content flags in the Quake 3 game config -- where this info was sourced from and particularly: other than the detail content flag, do any of those do anything?

I don't believe so. In Quake 3 those other attributes seem to be either unsupported or handled in shaders.

For one reference see this comment block about flags and detail, in the q3map2 source: https://github.com/Garux/netradiant-custom/blob/c9561020652244430b7030f9bfb8d8e423e48b38/tools/quake3/q3map2/map.c#L1221

Also FWIW, Radiant has giant surface and content flags menus for surfaces in Q2 mode, but no such things in Q3 mode. In Q3 you can just toggle whether a brush is detail or not.

I wouldn't be surprised if there are some Q3-based games that make use of some other flags that they have special logic to implement, but those games would be served by their own game config.

Related to the discussion in issue #3013 : I don't believe that it is possible to override shader attributes by setting any of these flags... unlike the "defaults" behavior for Quake 2 .wal textures described in the above issue.

该提问来源于开源项目:TrenchBroom/TrenchBroom

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  • weixin_39966020 2020-11-20 12:51
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    So; we probably should change the unused flags in the Quake 3 config to actually be named/described as "unused" rather than as other potentially misleading things like "light" or "lava" or "monster".

    This would leave us with a surface flags editor UI that shows at least one "unused" flag in it (and nothing else), and a content flags editor UI that shows 27 "unused" flags followed by the detail flag. Issue #3229 is about improving that situation.

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