BSP (Source)/Game-Specific
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This page documents some game-specific differences in the BSP file format, compared to the format used for the traditional engine branches.
Left 4 Dead 2
In Left 4 Dead 2, version
and filelen
are swapped in lump_t
:
struct lump_t
{
int version; // lump format version
int fileofs; // offset into file (bytes)
int filelen; // length of lump(bytes)
char fourCC[4]; // lump ident code
};
Vampire: The Masquerade – Bloodlines
Version 17 BSP files contain a substantially modified dface_t
structure. The known elements are:
MAXLIGHTMAPS changed from 4 to 8 // 4 lightstyle for day + 4 for night = 8 ( nightime lightmapping system )
struct dface_bsp17_t
{
colorRGBExp32 m_AvgLightColor[MAXLIGHTMAPS]; // For computing lighting information
unsigned short planenum;
byte side; // faces opposite to the node's plane direction
byte onNode; // 1 of on node, 0 if in leaf
int firstedge; // we must support > 64k edges
short numedges;
short texinfo;
short dispinfo;
short surfaceFogVolumeID;
byte styles[MAXLIGHTMAPS]; // lighting info
byte day[MAXLIGHTMAPS]; // Nightime lightmapping system
byte night[MAXLIGHTMAPS]; // Nightime lightmapping system
int lightofs; // start of [numstyles*surfsize] samples
float area;
int m_LightmapTextureMinsInLuxels[2];
int m_LightmapTextureSizeInLuxels[2];
int origFace; // reference the original face this face was derived from
unsigned int smoothingGroups;
};
The extra data seems to be related to lighting of the face, and makes the length of the structure 104 bytes per face. Both the face lump and the original face lump in version 17 files use this structure.