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HL2 BSP Format
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sfx1999
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Default HL2 BSP Format - 21-08-2004

Hey I was thinking we should try to crack the HL2 BSP format. Here is what I have found so far:

int magic_number (VBSP)
int unknown (probaly version)
int entity lump offset
int entity lump length

Oh BTW, I got a hold of an HL2 BSP using GCFScape on the CS:Source Beta.

Last edited by sfx1999; 21-08-2004 at 01:29..
  
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Re: HL2 BSP Format
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botman
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Default Re: HL2 BSP Format - 21-08-2004

Just wait for the SDK to come out. It won't be much longer now (a few months at the most).

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Re: HL2 BSP Format
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sfx1999
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Default Re: HL2 BSP Format - 21-08-2004

It'll be a learning experience.

I think I should try the *.vtf format instead. That way I could make sprays.
  
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Re: HL2 BSP Format
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sfx1999
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Default Re: HL2 BSP Format - 08-12-2004

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,
 };


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Re: HL2 BSP Format
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stefanhendriks
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Default Re: HL2 BSP Format - 09-12-2004

lol, i bet this is usefull for the RACC bot


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
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Re: HL2 BSP Format
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Pierre-Marie Baty
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Default Re: HL2 BSP Format - 09-12-2004

indeed... as soon as I have HL2 and its SDK



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Re: HL2 BSP Format
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sfx1999
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Default Re: HL2 BSP Format - 10-12-2004

But the worst part here is that I was trying to hack the format.


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