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)

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