Quake Live advertisement lump format specification
Posted: Tue Jan 02, 2018 7:03 pm
Hello. I found quite interesting page about Quake III Arena BSP file format specification: http://www.mralligator.com/q3/
According to this specification, Quake 3 has 17 different lumps.
Quake Live adds an 18th lump for advertisements. Google seems to be unable to find any informations about advertisements lump (or more generally Quake Live BSP file format). I've opened a testing map, which includes one advertisement billboard, in hexeditor. Knowing advertisements lump direntry being last (index 17, counting from 0), I've found offset value 113,588 and length value 128. When I looked up to the lump itself by accessing file address from the offset value (it's the very last lump in the file), I've found something that looks like bunch of integer values (32 integer numbers) for a single advertisement cell. First I've thought of a single integer being a cellId, identifying number for group of advertisements, but that implies 32 different advertisement billboards in the map. And there is just one.
Does anybody please know the advertisement lump cell specification? Could you please tell? It would help me at least partially understand the way advertisement boards work in Quake Live (and therefore specify best unique cellId values for each group of advertisement boards). I know that now when Quake Live migrated to Steam, the advertisement boards are obsolete, but it's kind of something I'm used to from Quake Live maps. And since I want to map for Quake 3 and Quake Live continuously, I need to identify Quake Live version from the original Quake 3 version of each map by these advertisement boards. All my maps will be in both Quake 3 and Quake Live version.
According to this specification, Quake 3 has 17 different lumps.
Quake Live adds an 18th lump for advertisements. Google seems to be unable to find any informations about advertisements lump (or more generally Quake Live BSP file format). I've opened a testing map, which includes one advertisement billboard, in hexeditor. Knowing advertisements lump direntry being last (index 17, counting from 0), I've found offset value 113,588 and length value 128. When I looked up to the lump itself by accessing file address from the offset value (it's the very last lump in the file), I've found something that looks like bunch of integer values (32 integer numbers) for a single advertisement cell. First I've thought of a single integer being a cellId, identifying number for group of advertisements, but that implies 32 different advertisement billboards in the map. And there is just one.
Does anybody please know the advertisement lump cell specification? Could you please tell? It would help me at least partially understand the way advertisement boards work in Quake Live (and therefore specify best unique cellId values for each group of advertisement boards). I know that now when Quake Live migrated to Steam, the advertisement boards are obsolete, but it's kind of something I'm used to from Quake Live maps. And since I want to map for Quake 3 and Quake Live continuously, I need to identify Quake Live version from the original Quake 3 version of each map by these advertisement boards. All my maps will be in both Quake 3 and Quake Live version.