Source BSP File Format/Game-Specific
This page documents some game-specific differences in the BSP file format, compared to the format used for the traditional engine branches.
Contents
Alien Swarm and
Portal 2
Both games use a slightly different dbrushside_t
structure:
struct dbrushside_t
{
unsigned short planenum; // facing out of the leaf
short texinfo;
short dispinfo; // displacement info (BSPVERSION 7)
byte bevel; // is the side a bevel plane? (BSPVERSION 7)
byte thin; // is a thin side?
};
Dark Messiah of Might and Magic
Dark Messiah maps have a strange version number, it is possibly split into two shorts:
struct dheader_dm_t
{
int ident; // BSP file identifier
short version; // BSP file version (20)
short unknown; // always 4?
lump_t lumps[HEADER_LUMPS]; // lump directory array
int mapRevision; // the map's revision (iteration, version) number
};
Static props use a modified StaticPropLumpV6_t
structure, which contains additional 72 bytes for unknown purposes at the end:
struct StaticPropLumpV6_dm_t
{
Vector m_Origin;
QAngle m_Angles;
unsigned short m_PropType;
unsigned short m_FirstLeaf;
unsigned short m_LeafCount;
unsigned char m_Solid;
unsigned char m_Flags;
int m_Skin;
float m_FadeMinDist;
float m_FadeMaxDist;
Vector m_LightingOrigin;
float m_flForcedFadeScale;
unsigned short m_nMinDXLevel;
unsigned short m_nMaxDXLevel;
byte m_unknown[72];
};
Furthermore, the DirectX levels seem to have different ranges.
Models using dmodel_t
have one additional integer field between origin
and headnode
:
struct dmodel_dm_t
{
Vector mins, maxs; // bounding box
Vector origin; // for sounds or lights
int unknown; // always 0?
int headnode; // index into node array
int firstface, numfaces; // index into face array
};
Texinfos using texinfo_t
have additional 24 bytes between lightmapVecs
and flags
:
struct texinfo_dm_t
{
float textureVecs[2][4]; // [s/t][xyz offset]
float lightmapVecs[2][4]; // [s/t][xyz offset] - length is in units of texels/area
byte unknown[24];
int flags; // miptex flags overrides
int texdata; // Pointer to texture name, size, etc.
}
Left 4 Dead 2
The fields in lump_t have a different order:
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
};
The Ship / Bloody Good Time
Static props use a modified StaticPropLumpV5_t
structure, which contains null-padded target name strings.
struct StaticPropLumpV5_ship_t
{
Vector m_Origin;
QAngle m_Angles;
unsigned short m_PropType;
unsigned short m_FirstLeaf;
unsigned short m_LeafCount;
unsigned char m_Solid;
unsigned char m_Flags;
int m_Skin;
float m_FadeMinDist;
float m_FadeMaxDist;
Vector m_LightingOrigin;
float m_flForcedFadeScale;
char m_TargetName[128];
};
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.