> I am writing BSP renderer in Delphi which will use Half-Life .bsp. > Finally I understand *almost everything* except 1 thing - > lightmaps...No, I know what is lightmaps, how they stored, etc. I > don't know how they stored in Half-Life's bsp... > > Are all lightmaps 128x128x3 rgb images? I can't find anywhere info > about their size....
<snip> > I think it *must* get sizes of lightmap? Then what do FLOOR() and > CEIL() functions? I can't find their source :( Please, someone helpme > with that. > > Botman, if you are reading this, can you explain me please how they are > written into bsp? For example Quake3 bsp stores them in such way: <snip> floor() and ceil() return the floor and ceiling value of an argument. floor rounds a value down to the nearest integer, ceil rounds it up to the nearest integer. If I remember correctly, Quake3 lightmaps were much different (and simpler) than Quake I/II lightmaps. The lightmap code I copied from Alexey Goloshubin's Poly Engine source code... http://www.ii.uib.no/~alexey/ I never found any detailed explanation of the Quake I/II lightmaps anywhere on the Internet. The Quake I source code (ftp.idsoftware.com) and Alexey's functions were pretty much all I used to handle lightmaps for my BSP viewer. Jeffrey "botman" Broome _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

