docs: move .wal_json documentation to qbsp.rst
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@ -359,47 +359,7 @@ std::optional<texture_meta> load_wal_meta(const std::string_view &name, const fs
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return std::nullopt;
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}
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/*
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JSON meta format, meant to supplant .wal's metadata for external texture use.
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All of the values are optional.
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{
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// valid instances of "contents"; either:
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// - a case-insensitive string containing the textual representation
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// of the content type
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// - a number
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// - an array of the two above, which will be OR'd together
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"contents": [ "SOLID", 8 ],
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"contents": 24,
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"contents": "SOLID",
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// valid instances of "flags"; either:
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// - a case-insensitive string containing the textual representation
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// of the surface flags
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// - a number
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// - an array of the two above, which will be OR'd together
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"flags": [ "SKY", 16 ],
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"flags": 24,
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"flags": "SKY",
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// "value" must be an integer
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"value": 1234,
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// "animation" must be the name of the next texture in
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// the chain.
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"animation": "e1u1/comp2",
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// width/height are allowed to be supplied in order to
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// have the editor treat the surface as if its dimensions
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// are these rather than the ones pulled in from the image
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// itself. they must be integers.
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"width": 64,
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"height": 64,
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// color to use for lighting bounces. if specified, this
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// is used instead of averaging the pixels of the image.
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"color": [255, 128, 64]
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}
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*/
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// see .wal_json section in qbsp.rst for format documentation
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std::optional<texture_meta> load_wal_json_meta(
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const std::string_view &name, const fs::data &file, const gamedef_t *game)
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{
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@ -845,6 +845,66 @@ compatible with:
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- Brush Primitives produce by Radiant editors (normally a Quake 3
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format)
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Metadata formats
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----------------
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.wal_json
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=========
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For Q2 mapping, .wal textures contain metadata specifying the texture's content flags, surface flags, and "value",
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which are used if the mapper doesn't override them in the .map file. For example, a lava texture can default to
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emitting light, having a lava content type, and having a surface warp effect.
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The final values get baked into the .bsp and so game engine doesn't need the metadata for anything.
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For increased flexibility, we support a JSON metadata format, which can override the .wal's metadata or provide
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it when using image format like .tga instead of .wal.
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To use a .wal_json file, place it in the same directory where the .wal would be, e.g.
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``baseq2/textures/e1u1/water.wal_json`` would correspond to: ``baseq2/textures/e1u1/water.png``.
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All of the values are optional.
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.. code:: json
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{
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// valid instances of "contents"; either:
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// - a case-insensitive string containing the textual representation
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// of the content type
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// - a number
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// - an array of the two above, which will be OR'd together
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"contents": [ "SOLID", 8 ],
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"contents": 24,
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"contents": "SOLID",
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// valid instances of "flags"; either:
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// - a case-insensitive string containing the textual representation
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// of the surface flags
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// - a number
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// - an array of the two above, which will be OR'd together
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"flags": [ "SKY", 16 ],
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"flags": 24,
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"flags": "SKY",
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// "value" must be an integer
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"value": 1234,
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// "animation" must be the name of the next texture in
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// the chain.
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"animation": "e1u1/comp2",
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// width/height are allowed to be supplied in order to
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// have the editor treat the surface as if its dimensions
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// are these rather than the ones pulled in from the image
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// itself. they must be integers.
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"width": 64,
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"height": 64,
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// color to use for lighting bounces. if specified, this
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// is used instead of averaging the pixels of the image.
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"color": [255, 128, 64]
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}
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Author
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------
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