Hello there, I have some questions about Half-Life's BSP format...I am writing my...bsp renderer and I am adding support for half-life (now I have support only for Q3bsp), and got confused with some info about hl bsp...
1) where are actually are lightmaps? In Q3 they are 128x128 rgb images, I looked source of bspfile.h and can't understand how they are stored in hl bsp. 2) where are stored u/v coordinates for lightmaps and textures? are they in strange TexInfo structure? TTexInfo = record vecs: array [0..Pred(2),0..Pred(4)] of glFloat; //float vecs[2][4]; // [s/t][xyz offset] miptex: integer; flags: integer; end; if so, in which order they are written here? (vecs[2][4]). 3) bsp face struct has these properties: // lighting info styles: array[0..4-1] of byte; lightofs: integer;// start of [numstyles*surfsize] samples what they are actually doing? Please, help me with this things if you can, thanks :) -- Vyacheslav Level-designer Deep-Shadows (http://www.deep-shadows.com) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

