Well, i found this:
Quote:
Originally Posted by https://forums.svencoop.com/showthread.php/44230-Quake-for-Sven-Co-op?p=527281&viewfull=1#post527281
The actual flags information is hidden in the GS engine, and there doesn't appear to be any documentation in the SDK or game code.
This is the best information I found, it's from the Xash3D project, so I'm not sure how many are supported in vanilla GS:
#define STUDIO_ROCKET 1 // leave a trail
#define STUDIO_GRENADE 2 // leave a trail
#define STUDIO_GIB 4 // leave a trail
#define STUDIO_ROTATE 8 // rotate (bonus items)
#define STUDIO_TRACER 16 // green split trail
#define STUDIO_ZOMGIB 32 // small blood trail
#define STUDIO_TRACER2 64 // orange split trail + rotate
#define STUDIO_TRACER3 128 // purple trail
#define STUDIO_DYNAMIC_LIGHT 256 // dynamically get lighting from floor or ceil (flying monsters)
#define STUDIO_TRACE_HITBOX 512 // always use hitbox trace instead of bbox
So, I would guess $flags 256 tells the engine to use the "STUDIO_DYNAMIC_LIGHT" behaviour of getting lighting from the ceiling (maybe because regular models use the closest surface, which might not be good for flying monsters?)
I've seen references to the 512 flag in HL models. It seems that you should use this flag for large monsters, such as the tentacle.
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If you write $flags 512 into the qc file, then compile, it works perfectly with SOLID_BBOX and after setting a random size(this seems to be neccessary, to replace the bbox with the hitbox)
Idk if the other flags work correctly and in what circumstances, we gotta try them if needed
Maybe later will come up with some experiment and do a [TUT] about it
Edit:
Found another flag
Quote:
1024 = Force skylight (Model will always be lit from ENV_LIGHT no matter the location)
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