Lump | Description | Referenced by |
---|---|---|
Entities | All the entity data from the source .map format. | |
Models | Each brush entity in the map file becomes a BSP model. The worldspawn is technically a brush entity and all world brushes become part of model #0. |
Entities |
Nodes | The BSP part of BSP file. Each model is subdivided into a tree, and this lump holds info of each node in the tree. | Models, Nodes |
Leafs | The tip of the BSP tree, describing one space. Nodes points to leafs. | Nodes |
Clipnodes | A simpler BSP tree structure for Hulls 1-3, used for player collision. There is no leaf for this structure. | Models, Clipnodes |
Planes | Holds all the planes used by nodes/leafs/faces | Nodes, Clipnodes, Faces |
Faces | Holds all the faces. Each model references a contiguous list of faces. | Models, MarkSurface |
TexInfo | Each face holds a TexInfo for the texture properties. | Faces |
MipTex | All textures used in the level. Can be embedded. | TexInfo |
Edges | Edges between 2 vertices. Referenced by faces. | SurfEdges |
Vertices | A point marking vertices of faces. Referenced by edges. | Edges |
Lightmap | A raw linear array of RGB values holding the lightmap of all faces in the map. The size of data read from this lump for each face is calculated rather than specified in the face struct. The RAD compiler computes only this value. | Faces |
Visibility | A compressed bit-field of the VISibility of every other leaf from a reference leaf. The VIS compiler computes only this value. | Leafs |
MarkSurface | A redirection layer from leafs to faces | Leafs |
SurfEdges | A redirection layer from faces to edges | Faces |
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