Lump | Description | Referenced by |
---|---|---|
Entities | All the entity data from the source .map format. This is in text format. Ripent can export/import this lump. | |
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. The head lump of the BSP file if you discount the entities lump. |
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 tips of the BSP tree, describing one space. | Nodes |
Clipnodes | A simpler BSP tree structure for Hulls 1-3, used for player collision. | Models, Clipnodes |
Faces | Holds information of all the faces. | Models, MarkSurfaces |
Planes | Holds all the planes used by nodes/leafs/faces. | Nodes, Clipnodes, Faces |
TexInfo | Texture information for a face, in particular, the S and T vectors (related to offset, scale, rotation, and skew). Crunched together with the face vertices to get the lightmap dimensions. | Faces |
MipTex | All textures used in the level. Identical to the same struct in WAD files, and can be embedded using CSG compiler arguments -wadinclude or -nowadtextures . |
TexInfo |
Edges | Edges between 2 vertices. Referenced by faces via SurfEdges. | 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 |
MarkSurfaces | A redirection layer from leafs to faces | Leafs |
SurfEdges | A redirection layer from faces to edges | Faces |
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