| SURF_ALPHASHADOW |
do per-pixel light shadow casting in q3map |
| SURF_CARPET |
|
| SURF_GLASS |
out of surf's, so replacing unused 'SURF_SMGROUP' |
| SURF_GRASS |
|
| SURF_GRAVEL |
|
| SURF_HINT |
make a primary bsp splitter |
| SURF_LADDER |
|
| SURF_LANDMINE |
ydnar: ok to place landmines on this surface |
| SURF_LIGHTFILTER |
act as a light filter during q3map -light |
| SURF_METAL |
clanking footsteps |
| SURF_MONSLICK_E |
|
| SURF_MONSLICK_N |
|
| SURF_MONSLICK_S |
|
| SURF_MONSLICK_W |
|
| SURF_MONSTERSLICK |
slick surf that only affects ai's |
| SURF_NODAMAGE |
never give falling damage |
| SURF_NODLIGHT |
don't dlight even if solid (solid lava, skies) |
| SURF_NODRAW |
don't generate a drawsurface at all |
| SURF_NOIMPACT |
don't make missile explosions |
| SURF_NOLIGHTMAP |
surface doesn't need a lightmap |
| SURF_NOMARKS |
don't leave missile marks |
| SURF_NONSOLID |
don't collide against curves with this set |
| SURF_NOSTEPS |
no footstep sounds |
| SURF_POINTLIGHT |
generate lighting info at vertexes |
| SURF_ROOF |
|
| SURF_RUBBLE |
|
| SURF_SKIP |
completely ignore, allowing non-closed brushes |
| SURF_SKY |
lighting from environment map |
| SURF_SLICK |
effects game physics |
| SURF_SNOW |
|
| SURF_SPLASH |
out of surf's, so replacing unused 'SURF_FLESH' - and as SURF_CERAMIC wasn't used, it's now SURF_SPLASH |
| SURF_WOOD |
|