Problème de version de bsp.
Extrait de
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BSP File Header
The BSP file starts with a header. This structure identifies the file as a Valve Source Engine BSP file, identifies the version of the format, and is then followed by a directory listing of the location, length, and version of up to 64 subsections of the file, known as lumps, that store different parts of the map data. Finally, the map revision is given.
The structure of the header is given in the SDK's public/bspfile.h header file, a file which I will be referencing extensively throughout this document. The header is 1036 bytes long in total:
struct dheader_t
{
int ident; // BSP file identifier
int version; // BSP file version
lump_t lumps[HEADER_LUMPS]; // lump directory array
int mapRevision; // the map's revision (iteration, version) number
};
Here ident is a 4-byte magic number defined as:
IDBSPHEADER (('P'<<24)+('S'<<16)+('B'<<8)+'V') //little-endian 'VBSP';
The first four bytes of the file are thus always 'V' 'B' 'S' 'P' (in ASCII). These bytes identify the file as a Valve BSP file; other BSP file formats use a different magic number (such as for iD Software's Quake engine games, which start with 'IBSP'). The HL1 BSP format does not use any magic number at all.
The second integer is the version of the BSP file format (BSPVERSION); for HL2 games (until the release of HDR lighting) this was 19 (decimal); VTMB uses an earlier version of the format, 17. Note that BSP file formats for other engines (HL1, Quake series, etc.) use entirely different version number ranges.
The newest Valve BSP version is 20, for maps supporting HDR lighting. This is currently only used in maps for DoD:S and The Lost Coast, but presumably all forthcoming maps for the Source engine will use this version number.
A l'époque où j'ai crée 17IMS, la seule version connue etait la version '19'. Maintenant il semblerait qu'il y ait une version 20 pour les maps supportant le HDR lighting.
J'intégrerais cette modif dans une nouvelle version de 17Ims dès que possible (vraisemblablement ce week-end)
Faut juste que je retrouve mes CD de VC++ histoire de ré-installer ça
Stay tuned ©