namespace SabreTools.Data.Models.BSP { /// /// public static class Constants { #region Header /// /// Number of lumps in a BSP /// public const int BSP_HEADER_LUMPS = 15; /// /// Number of lumps in a VBSP /// public const int VBSP_HEADER_LUMPS = 64; #endregion #region Lump public const int MAX_MAP_HULLS = 4; public const int MAX_MAP_MODELS = 400; public const int MAX_MAP_BRUSHES = 4096; public const int MAX_MAP_ENTITIES = 1024; public const int MAX_MAP_ENTSTRING = 128 * 1024; public const int MAX_MAP_PLANES = 32767; public const int MAX_MAP_NODES = 32767; public const int MAX_MAP_CLIPNODES = 32767; public const int MAX_MAP_LEAFS = 8192; public const int MAX_MAP_VERTS = 65535; public const int MAX_MAP_FACES = 65535; public const int MAX_MAP_MARKSURFACES = 65535; public const int MAX_MAP_TEXINFO = 8192; public const int MAX_MAP_EDGES = 256000; public const int MAX_MAP_SURFEDGES = 512000; public const int MAX_MAP_TEXTURES = 512; public const int MAX_MAP_MIPTEX = 0x200000; public const int MAX_MAP_LIGHTING = 0x200000; public const int MAX_MAP_VISIBILITY = 0x200000; public const int MAX_MAP_PORTALS = 65536; #endregion #region Entities public const int MAX_KEY = 32; public const int MAX_VALUE = 1024; #endregion #region Textures public const int MAXTEXTURENAME = 16; public const int MIPLEVELS = 4; #endregion #region VBSP public static readonly byte[] SignatureBytes = [0x56, 0x42, 0x53, 0x50]; public const string SignatureString = "VBSP"; public const uint SignatureUInt32 = 0x50534256; #endregion #region LZMA public static readonly byte[] LzmaHeaderBytes = [0x4C, 0x5A, 0x4D, 0x41]; public const string LzmaHeaderString = "LZMA"; public const uint LzmaHeaderUInt32 = 0x414D5A4C; #endregion #region Overlay public const int OVERLAY_BSP_FACE_COUNT = 64; #endregion #region Worldlights /// /// This says that the light was put into the per-leaf ambient cubes. /// public const int DWL_FLAGS_INAMBIENTCUBE = 0x0001; #endregion } }