Edited 27 seconds after the original posting.
This is how texture looks like in BSP code:
typedef struct {
char[64] name; // Texture name = always 64 bytes long! If texture name is shorter, rest of bytes is NULL.
int flags; // Surface flags - this is surfaceparm definition from shader, in form of binary bitwise content
int contents; // Content flags - not sure what it does, but it's there. I think it has something to do with channels...
} texture_t;
Edited 2 days after the original posting.
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