
Originally Posted by
osmanturan
I believe most of people in this forum should test at least a game map for their compressor (espacially a BSP map). Why? Because, a well used bsp file consists several data types at the same time. For example, a regular Quake 3 bsp map file consists such things:
- A huge string for holding map entity decleration
- A huge string which is broken into fixed sized (64 characters) strings (holds material paths)
- 32 bits integer for some indexing
- 3D floating-point vectors
- A huge bitstream for visibility for each map area (actually called as cluster)
- A huge 3D grid which holds quantized 3D vectors for local dynamic lighting
- A huge chunk which holds several 256x256 raw RGB images (lightmaps)