Scenario Structure BSP

The Scenario Structure BSP is a tag that contain level geometry, bsp tree and many tag references (see Content System). This tag is compiled from a JMS file (see Level Exporting).

Level Geometry
At the top of the file is an entry for "lightmaps". Since radiosity has not been run on the level, this field will be blank. When radiosity for the level is run, the resulting lightmap .bitmap for the level will automatically be entered in this field.

Below are two fields related to vehicles : Both of these fields are very useful in constraining vehicles and preventing them from breaking the game play of a level. The "vehicle ceiling" value is especially useful in containing flying vehicles such as the Banshee. This is how the Banshee is contained in Z-Axis in multiplayer levels, such as Death Island and Gehphyrophobia.
 * The vehicle floor that limit the distance in the negative Z-Axis that a vehicle can travel. When the vehicle hits this distance, it will stop or collide with this invisible plane. The player and other objects can still pass through this plane.
 * The vehicle ceiling value limits the distance in the positive Z-Axis that a vehicle can travel. When the vehicle hits this distance, it will stop or collide with this invisible plane. The player and other objects can still pass through this plane.

Below the vehicle ceiling and floor fields are a set of values used to control various ambient lighting effects and attributes in the level.

Collision Materials
A list of collision shaders automatically created and added after the level exporting and compiling.

Collision BSP
Theses fields are automatically set during level compilation. These are : This is the cluster identification algorithm.
 * BSP 3D Nodes
 * Planes
 * Leaves
 * BSP 2D References
 * Surfaces
 * Edges
 * Vertices

Nodes

Leaves

Coming...