Talk:BSP (Source)/Game-Specific
< Talk:BSP (Source)(Redirected from Talk:Source BSP File Format/Game-Specific)
I've cracked open a few model and texinfo lumps from Dark Messiah maps and they both use the standard format, I'm not sure why it says they are different... Also, DotA 2 uses a special displacement info format, that ought to be added here.--MofoMan2000 07:54, 31 January 2013 (UTC)
- It's possible that the maps got updated in the meantime. I don't own the game and found only a few maps of the demo and via Google, so the information here could be outdated. --Barracuda 08:03, 31 January 2013 (PST)
- It's strange, I looked at custom downloaded maps too and they seemed standard. But now I look at maps from the actual game and there's more differences even than are listed. --MofoMan2000 23:55, 3 March 2013 (PST)
In Vindictus' overlay format, how are the bits interpreted in FaceCountAndRenderOrder? It's a 32-bit unsigned now, do we know if render order is only the last two bits, or are they still bits 14 and 15 regardless? Do any Vindictus maps even have an overlay with a nonzero render order? MofoMan2000 (talk) 18:02, 16 November 2022 (PST)
- Never mind. Found three maps with overlays like this: 03_boss, 10_mboss and h02. It uses the same logic, shift the bits right 6 places to get the render order. The higher 16 bits aren't used. MofoMan2000 (talk) 22:14, 20 November 2022 (PST)