Call of Duty 2: d3dbsp: Difference between revisions
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};</pre> | };</pre> | ||
< | |||
'''Flags:''' | |||
<pre> | |||
Surface type: | |||
------------- | |||
- - <error> (asset manager will fail) | |||
0x00000000 0x00000001 <none> | |||
0x01600000 0x00000001 asphalt | |||
0x00100000 0x00000001 bark | |||
0x00200000 0x00000001 brick | |||
0x00300000 0x00000001 carpet | |||
0x00400000 0x00000001 cloth | |||
0x00500000 0x00000001 concrete | |||
0x00600000 0x00000001 dirt | |||
0x00700000 0x00000001 flesh | |||
0x00800000 0x00000002 foliage | |||
0x00900000 0x00000010 glass | |||
0x00a00000 0x00000001 grass | |||
0x00b00000 0x00000001 gravel | |||
0x00c00000 0x00000001 ice | |||
0x00d00000 0x00000001 metal | |||
0x00e00000 0x00000001 mud | |||
0x00f00000 0x00000001 paper | |||
0x01000000 0x00000001 plaster | |||
0x01100000 0x00000001 rock | |||
0x01200000 0x00000001 sand | |||
0x01500000 0x00000001 snow | |||
0x01400000 0x00000020 water | |||
0x01500000 0x00000001 wood | |||
Surface properties: | |||
------------------- | |||
0x00000000 0x00000080 missileClip | |||
0x00000000 0x00002000 bulletClip | |||
0x00000000 0x00010000 playerClip | |||
0x00000000 0x00000200 vehicleClip | |||
0x00000000 0x00020000 aiClip | |||
0x00000000 0x00000400 itemClip | |||
0x00000000 0x00000041 canShootClip | |||
0x00000000 0x00001000 aiSightClip | |||
0x00000001 0x00000001 noFallDamage | |||
0x00002000 0x00000001 noSteps | |||
0x00000010 0x00000001 noImpact | |||
0x00000020 0x00000001 noMarks | |||
0x00000000 0x80000000 noDrop | |||
0x00000002 0x00000001 slick | |||
0x00000008 0x00000001 ladder | |||
0x02000000 0x01000001 mantleOn | |||
0x04000000 0x01000001 mantleOver | |||
0x00000000 0x00000001 noLightmap | |||
0x00020000 0x00000001 noDynamicLight | |||
0x00040000 0x00000001 noCastShadow | |||
0x00000080 0x00000001 noDraw | |||
0x00000000 0x00000001 noFog | |||
0x00000000 0x00000001 drawToggle | |||
0x00000004 0x00000800 sky | |||
0x00000000 0x00000001 radialNormals | |||
0x00000000 0x00000004 nonColliding | |||
0x00004000 0x00000000 nonSolid | |||
0x00000000 0x20000001 transparent \__ (two entries | |||
0x00000000 0x28000001 transparent / added to lump) | |||
0x00000000 0x08000001 detail | |||
0x00000000 0x10000001 structural | |||
0x80000000 0x00000000 portal | |||
0x00000000 0x00000001 occluder | |||
- - origin (no lump entry) | |||
Combinations (examples): | |||
------------------------ | |||
0x00000000 0x00002080 missleClip & bulletClip | |||
0x00000000 0xb0000000 noDrop & transparent & structural | |||
0x00000000 0x90000000 noDrop & structural | |||
0x00000004 0x20000800 transparent & sky \__ (two entries | |||
0x00000004 0x28000800 transparent & sky / added to lump) | |||
0x01400088 0x00000020 water & noFog & noDraw & ladder</pre> | |||
These flags can be set in AssMan, nonetheless some Radiant functions influence them as well, e.g. | |||
<pre>"Make Weapon Clip" on a wood-textured brush | |||
0x01500000 0x00000001 \__ usual wood flags | |||
0x01500000 0x00002080 / first flag like wood, second flag missleClip & bulletClip | |||
Note: the brush lost its collision (less planes in lump 4 etc.)</pre> | |||
Revision as of 01:56, 13 February 2009
The .d3dbsp structure, Call of Duty 2's variant on the well-known BSP format, is rather difficult to decipher. Since it's a binary file you can't simply read it. A hexadecimal editor is the best tool in this case.
I am still deciphering it myself, I will post anything I happen to get known of regarding the file format.
Be sure to read here and here before you even try to decipher it. Knowing what the technique is that BSP formatted maps use, could be handy as well.
Every number ending with an 'h' indicates its a number using the hexadecimal count system. For other numbers one can assume the decimal count system is used.
Numbers are stored in little-endian.
Header
The file starts with 2 DWORDS: the header 'IBSP' indicating this is a BSP file originally designed by ID software and the version number 4 (4h).
Then there is an array, filled with DWORD pairs, indicating the lump's offset and length respectively. The array ends with 2 empty (zero) DWORDs. Each lump that has size 0 in the list is simply not filled / not used.
Note: there can be a difference of number of lumps per map. If a map has a leak
(no solid skybox or not everything is IN the skybox) the bsp only has 24 lumps (or even 23 if light is not
compiled). The bsp description yet only supports the 37-lumps version (a valid map).
Lump[0] texture files
Texture information is 72 bytes long per texture. The first 64 bytes are used for the texture name. Then we have an DWORD for flags, and another DWORD for content flags.
struct { char texture[64]; int [2]; };
Flags:
Surface type: ------------- - - <error> (asset manager will fail) 0x00000000 0x00000001 <none> 0x01600000 0x00000001 asphalt 0x00100000 0x00000001 bark 0x00200000 0x00000001 brick 0x00300000 0x00000001 carpet 0x00400000 0x00000001 cloth 0x00500000 0x00000001 concrete 0x00600000 0x00000001 dirt 0x00700000 0x00000001 flesh 0x00800000 0x00000002 foliage 0x00900000 0x00000010 glass 0x00a00000 0x00000001 grass 0x00b00000 0x00000001 gravel 0x00c00000 0x00000001 ice 0x00d00000 0x00000001 metal 0x00e00000 0x00000001 mud 0x00f00000 0x00000001 paper 0x01000000 0x00000001 plaster 0x01100000 0x00000001 rock 0x01200000 0x00000001 sand 0x01500000 0x00000001 snow 0x01400000 0x00000020 water 0x01500000 0x00000001 wood Surface properties: ------------------- 0x00000000 0x00000080 missileClip 0x00000000 0x00002000 bulletClip 0x00000000 0x00010000 playerClip 0x00000000 0x00000200 vehicleClip 0x00000000 0x00020000 aiClip 0x00000000 0x00000400 itemClip 0x00000000 0x00000041 canShootClip 0x00000000 0x00001000 aiSightClip 0x00000001 0x00000001 noFallDamage 0x00002000 0x00000001 noSteps 0x00000010 0x00000001 noImpact 0x00000020 0x00000001 noMarks 0x00000000 0x80000000 noDrop 0x00000002 0x00000001 slick 0x00000008 0x00000001 ladder 0x02000000 0x01000001 mantleOn 0x04000000 0x01000001 mantleOver 0x00000000 0x00000001 noLightmap 0x00020000 0x00000001 noDynamicLight 0x00040000 0x00000001 noCastShadow 0x00000080 0x00000001 noDraw 0x00000000 0x00000001 noFog 0x00000000 0x00000001 drawToggle 0x00000004 0x00000800 sky 0x00000000 0x00000001 radialNormals 0x00000000 0x00000004 nonColliding 0x00004000 0x00000000 nonSolid 0x00000000 0x20000001 transparent \__ (two entries 0x00000000 0x28000001 transparent / added to lump) 0x00000000 0x08000001 detail 0x00000000 0x10000001 structural 0x80000000 0x00000000 portal 0x00000000 0x00000001 occluder - - origin (no lump entry) Combinations (examples): ------------------------ 0x00000000 0x00002080 missleClip & bulletClip 0x00000000 0xb0000000 noDrop & transparent & structural 0x00000000 0x90000000 noDrop & structural 0x00000004 0x20000800 transparent & sky \__ (two entries 0x00000004 0x28000800 transparent & sky / added to lump) 0x01400088 0x00000020 water & noFog & noDraw & ladder
These flags can be set in AssMan, nonetheless some Radiant functions influence them as well, e.g.
"Make Weapon Clip" on a wood-textured brush 0x01500000 0x00000001 \__ usual wood flags 0x01500000 0x00002080 / first flag like wood, second flag missleClip & bulletClip Note: the brush lost its collision (less planes in lump 4 etc.)
Lump[1] lightning
Contains most of the pre-processed lightning. Not present if compiled without lightning, otherwise a multiple of 4.096 KB.
Lump[4] planes
Each plane is defined by 4 DWORDs, 3 for the normal vector and 1 for the offset of the origin. Planes are faces with infinite length, we suspect they have to do with the rendering system.
struct { float normal[3]; float distance; };
Lump[5] Brushsides?
under investigation
Lump[6] Brushes?
under investigation
Lump[7] face-vertex groups
It's like the missing link between the faces and vertex lump. It refers to both of them creating (more logical?) groups. Possibly one entry per texture, but not confirmed for complex maps yet.
Lump[8] vertexes
Every vertex is 17 DWORDs long (98 bytes). First 3 DWORDs define the position (x y and z). Next 3 DWORDs define the normal vector of the vertex (x y and z) (WHY?!), then a DWORD which defines the colour (BGR) and the opacity (A). Then 2 DWORDs which have to do with texture shifting, and 2 more DWORDs for something yet unknown. At the end we have 6 DWORDs having to do with texture alignment (rotation?).
struct { float position[3]; int normal[3]; char bgr[3]; char a; float shift[2]; float [2]; float [6]; };
Lump[9] faces
A face is made up of 3 vertexes, giving a triangle.
struct { int vertex_id[3]; };
Lump[23] Bounding Boxes?
Assumed to be the Skybox.
Lump[36] VIS
Present if VIS has been calculated during the compile process.
Lump[37] entities
The entities lump is readable and stored (almost) the same way described in the .MAP file structure.
struct { char entities[]; };
Web Links
- Binary Space Partitioning
- BSP Format
- BSP (File Extension)
- BSP for Dummies
- Understanding Vis and Hint Brushes (Portalling)
- Unofficial Quake3 Map Specs
- Quake Documentation v3.4
- Quake 2 BSP File Format
- Quake BSP Renderer
- Quake Glossary
- Call of Duty 2: Map File Format
Made by CoDEmanX and Daevius