Data Structures¶
As you may already know, bsp is organised into lumps. They are generally numbered from 0 to 63.
- Lumps
- Lump 0 - Entities
- Lump 1 - Planes
- Lump 2 - Texture Data
- Lump 3 - Vertexes
- Lump 4 - Visibility
- Lump 5 - Nodes
- Lump 6 - Texture Info
- Lump 7 - Faces
- Lump 8 - Lighting
- Lump 9 - Occlusion
- Lump 10 - Leafs
- Lump 11 - Face Ids
- Lump 12 - Edges
- Lump 13 - Surfedges
- Lump 14 - Models
- Lump 15 - Worldlights
- Lump 16 - Leaf Faces
- Lump 17 - Leaf Brushes
- Lump 18 - Brushes
- Lump 19 - Brush Sides
- Lump 20 - Areas
- Lump 21 - Area Portals
- Lump 22 - Portals …or Prop Collision
- Lump 23 - Clusters …or PropHulls
- Lump 24 - Portal Verts …or Prop Hull Verts
- Lump 25 - Cluster Portal …or Prop Tris
- Lump 26 - Disp Info
- Lump 27 - Original Faces
- Lump 28 - Phys Disp
- Lump 29 - Phys Collide
- Lump 30 - Vert Normals
- Lump 31 - Vert Normal Indices
- Lump 32 - Disp Lightmap Alphas
- Lump 33 - Disp Verts
- Lump 34 - Disp Lightmap Sample Positions
- Lump 35 - Game Lump
- Lump 36 - Leaf Water Data
- Lump 37 - Primitives
- Lump 38 - Prim Verts
- Lump 39 - Prim Indices
- Lump 40 - Pakfile
- Lump 41 - Clip Portal Verts
- Lump 42 - Cubemaps
- Lump 43 - Texture Data String Data
- Lump 44 - Texture Data String Table
- Lump 45 - Overlays
- Lump 46 - Leaf Minimun Distance To Water
- Lump 47 - Face Macro Texture Info
- Lump 48 - Disp Tris
- Lump 49 - Phys Collide Surface …or Lump Prop Blob
- Lump 50 - Water Overlays
- Lump 51 - Lightmap Pages …or Leaf Ambient Index HDR
- Lump 52 - Lightmap Page Infos …or Leaf Ambient Index
- Lump 53 - Lighting HDR
- Lump 54 - Worldlights HDR
- Lump 55 - Leaf Ambient Lighting HDR
- Lump 56 - Leaf Ambient Lighting
- Lump 57 - XZIP Pakfile
- Lump 58 - Faces HDR
- Lump 59 - Map Flags
- Lump 60 - Overlay Fades
- Lump 61 - Overlay System Levels
- Lump 62 - Phys Level
- Lump 63 - Disp Multiblend
- Gamelumps