ERRRRRRRRRRKK!!!
*head explodes*
From bspfile.h:
Code:
enum
{
LUMP_ENTITIES = 0, // *
LUMP_PLANES = 1, // *
// JAY: This is texdata now, previously LUMP_TEXTURES
LUMP_TEXDATA = 2, //
LUMP_VERTEXES = 3, // *
LUMP_VISIBILITY = 4, // *
LUMP_NODES = 5, // *
LUMP_TEXINFO = 6, // *
LUMP_FACES = 7, // *
LUMP_LIGHTING = 8, // *
LUMP_OCCLUSION = 9,
LUMP_LEAFS = 10, // *
//#define LUMP_ 11
LUMP_EDGES = 12, // *
LUMP_SURFEDGES = 13, // *
LUMP_MODELS = 14, // *
LUMP_WORLDLIGHTS = 15, //
LUMP_LEAFFACES = 16, // *
LUMP_LEAFBRUSHES = 17, // *
LUMP_BRUSHES = 18, // *
LUMP_BRUSHSIDES = 19, // *
LUMP_AREAS = 20, // *
LUMP_AREAPORTALS = 21, // *
LUMP_PORTALS = 22,
LUMP_CLUSTERS = 23,
LUMP_PORTALVERTS = 24,
LUMP_CLUSTERPORTALS = 25,
LUMP_DISPINFO = 26,
LUMP_ORIGINALFACES = 27,
LUMP_PHYSCOLLIDE = 29,
LUMP_VERTNORMALS = 30,
LUMP_VERTNORMALINDICES = 31,
LUMP_DISP_LIGHTMAP_ALPHAS = 32,
LUMP_DISP_VERTS = 33, // CDispVerts
LUMP_DISP_LIGHTMAP_SAMPLE_POSITIONS = 34, // For each displacement
// For each lightmap sample
// byte for index
// if 255, then index = next byte + 255
// 3 bytes for barycentric coordinates
// The game lump is a method of adding game-specific lumps
// FIXME: Eventually, all lumps could use the game lump system
LUMP_GAME_LUMP = 35,
LUMP_LEAFWATERDATA = 36,
LUMP_PRIMITIVES = 37,
LUMP_PRIMVERTS = 38,
LUMP_PRIMINDICES = 39,
// A pak file can be embedded in a .bsp now, and the file system will search the pak
// file first for any referenced names, before deferring to the game directory
// file system/pak files and finally the base directory file system/pak files.
LUMP_PAKFILE = 40,
LUMP_CLIPPORTALVERTS= 41,
// A map can have a number of cubemap entities in it which cause cubemap renders
// to be taken after running vrad.
LUMP_CUBEMAPS = 42,
LUMP_TEXDATA_STRING_DATA = 43,
LUMP_TEXDATA_STRING_TABLE = 44,
LUMP_OVERLAYS = 45,
LUMP_LEAFMINDISTTOWATER = 46,
LUMP_FACE_MACRO_TEXTURE_INFO = 47,
LUMP_DISP_TRIS = 48,
LUMP_PHYSCOLLIDESURFACE = 49,
};