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	<id>https://codresearch.dev/index.php?action=history&amp;feed=atom&amp;title=Collision_Map_Asset_%28BO3%29</id>
	<title>Collision Map Asset (BO3) - Revision history</title>
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	<updated>2026-07-28T16:01:31Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://codresearch.dev/index.php?title=Collision_Map_Asset_(BO3)&amp;diff=1001&amp;oldid=prev</id>
		<title>CraigChrist8239: Created page with &quot;__NOTOC__ Category:Assets Category:BO3 The collision map (or clip map) has existed on every Call of Duty so far and is part of the D3DBSP system produced by Radiant. B...&quot;</title>
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		<updated>2015-10-31T19:36:17Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;__NOTOC__ &lt;a href=&quot;/index.php/Category:Assets&quot; title=&quot;Category:Assets&quot;&gt;Category:Assets&lt;/a&gt; &lt;a href=&quot;/index.php?title=Category:BO3&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Category:BO3 (page does not exist)&quot;&gt;Category:BO3&lt;/a&gt; The collision map (or clip map) has existed on every Call of Duty so far and is part of the D3DBSP system produced by Radiant. B...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Category:Assets]]&lt;br /&gt;
[[Category:BO3]]&lt;br /&gt;
The collision map (or clip map) has existed on every Call of Duty so far and is part of the D3DBSP system produced by Radiant. Black Ops 3 has merged the SP and MP map types, like Infinity Ward started doing on Modern Warfare 3.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
enum DynEntityCollType&lt;br /&gt;
{&lt;br /&gt;
  DYNENT_COLL_CLIENT_FIRST = 0x0,&lt;br /&gt;
  DYNENT_COLL_CLIENT_MODEL = 0x0,&lt;br /&gt;
  DYNENT_COLL_CLIENT_BRUSH = 0x1,&lt;br /&gt;
  DYNENT_COLL_SERVER_FIRST = 0x2,&lt;br /&gt;
  DYNENT_COLL_SERVER_MODEL = 0x2,&lt;br /&gt;
  DYNENT_COLL_SERVER_BRUSH = 0x3,&lt;br /&gt;
  DYNENT_COLL_COUNT = 0x4&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cplane_s;&lt;br /&gt;
struct cmodel_t;&lt;br /&gt;
&lt;br /&gt;
struct cStaticModelWritable&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 nextModelInWorldSector;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
#pragma pack(push, 2)&lt;br /&gt;
struct cbrushside_t&lt;br /&gt;
{&lt;br /&gt;
  cplane_s *plane;&lt;br /&gt;
  int cflags;&lt;br /&gt;
  int sflags;&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
struct __declspec(align(8)) cbrush_t //Total size = 0x60&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  int contents;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  unsigned int numsides;&lt;br /&gt;
  cbrushside_t *sides;&lt;br /&gt;
  int axial_cflags[2][3];&lt;br /&gt;
  int axial_sflags[2][3];&lt;br /&gt;
  unsigned int numverts;&lt;br /&gt;
  vec3_t *verts; //Only 1 is loaded, at least on 360.&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
#pragma pack(push, 4)&lt;br /&gt;
struct cplane_s&lt;br /&gt;
{&lt;br /&gt;
  float normal[3];&lt;br /&gt;
  float dist;&lt;br /&gt;
  char type;&lt;br /&gt;
  char signbits;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct DObjAnimMat&lt;br /&gt;
{&lt;br /&gt;
  float quat[4];&lt;br /&gt;
  float trans[3];&lt;br /&gt;
  float transWeight;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cStaticModel_s&lt;br /&gt;
{&lt;br /&gt;
  cStaticModelWritable writable;&lt;br /&gt;
  XModel *xmodel;&lt;br /&gt;
  int contents;&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  vec3_t invScaledAxis[3];&lt;br /&gt;
  vec3_t absmin;&lt;br /&gt;
  vec3_t absmax;&lt;br /&gt;
  unsigned int matCount;&lt;br /&gt;
  DObjAnimMat * mats;&lt;br /&gt;
       ScriptString unknownScriptString;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
struct ClipMaterial&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int surfaceFlags;&lt;br /&gt;
  int contentFlags;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cNode_t&lt;br /&gt;
{&lt;br /&gt;
  cplane_s *plane;&lt;br /&gt;
  __int32 children[2];&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cLeafBrushNodeLeaf_t&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 *brushes;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
struct cLeafBrushNodeChildren_t&lt;br /&gt;
{&lt;br /&gt;
  float dist;&lt;br /&gt;
  float range;&lt;br /&gt;
  unsigned __int16 childOffset[2];&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
union cLeafBrushNodeData_t&lt;br /&gt;
{&lt;br /&gt;
  cLeafBrushNodeLeaf_t leaf;&lt;br /&gt;
  cLeafBrushNodeChildren_t children;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
struct cLeafBrushNode_s&lt;br /&gt;
{&lt;br /&gt;
  char axis;&lt;br /&gt;
  __int16 leafBrushCount;&lt;br /&gt;
  int contents;&lt;br /&gt;
  cLeafBrushNodeData_t data;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct cLeaf_s&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 firstCollAabbIndex;&lt;br /&gt;
  unsigned __int16 collAabbCount;&lt;br /&gt;
  int brushContents;&lt;br /&gt;
  int terrainContents;&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  int leafBrushNode;&lt;br /&gt;
  __int16 cluster;&lt;br /&gt;
      int unknown; //I&amp;#039;m not sure where the unknown 4 bytes fall, but theres an extra 4 bytes in BO3 somewhere in this struct. &lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct Bounds&lt;br /&gt;
{&lt;br /&gt;
  vec3_t midPoint;&lt;br /&gt;
  vec3_t halfSize;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct ClipInfo&lt;br /&gt;
{&lt;br /&gt;
  int planeCount;&lt;br /&gt;
  cplane_s *planes;&lt;br /&gt;
  unsigned int numMaterials;&lt;br /&gt;
  ClipMaterial *materials;&lt;br /&gt;
  unsigned int numBrushSides;&lt;br /&gt;
  cbrushside_t *brushsides;&lt;br /&gt;
  unsigned int leafbrushNodesCount;&lt;br /&gt;
  cLeafBrushNode_s *leafbrushNodes;&lt;br /&gt;
  unsigned int numLeafBrushes;&lt;br /&gt;
  unsigned __int16 *leafbrushes;&lt;br /&gt;
  unsigned int brushVertCount;&lt;br /&gt;
  vec3_t *brushVerts;&lt;br /&gt;
  unsigned int nuinds;&lt;br /&gt;
  unsigned __int16 *uinds;&lt;br /&gt;
  unsigned __int16 numBrushes;&lt;br /&gt;
  cbrush_t *brushes;&lt;br /&gt;
  Bounds *brushBounds;&lt;br /&gt;
  int *brushContents;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
struct cmodel_t&lt;br /&gt;
{&lt;br /&gt;
  vec3_t mins;&lt;br /&gt;
  vec3_t maxs;&lt;br /&gt;
  float radius;&lt;br /&gt;
  ClipInfo *info;&lt;br /&gt;
  cLeaf_s leaf;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
const struct CollisionPartition&lt;br /&gt;
{&lt;br /&gt;
  char triCount;&lt;br /&gt;
  int firstTri;&lt;br /&gt;
  int nuinds;&lt;br /&gt;
  int fuind;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
union CollisionAabbTreeIndex&lt;br /&gt;
{&lt;br /&gt;
  int firstChildIndex;&lt;br /&gt;
  int partitionIndex;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
struct CollisionAabbTree&lt;br /&gt;
{&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
  unsigned __int16 materialIndex;&lt;br /&gt;
  unsigned __int16 childCount;&lt;br /&gt;
  vec3_t halfSize;&lt;br /&gt;
  CollisionAabbTreeIndex u;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct GfxPlacement&lt;br /&gt;
{&lt;br /&gt;
  vec4_t quat;&lt;br /&gt;
  vec3_t origin;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
struct DynEntityDef&lt;br /&gt;
{&lt;br /&gt;
  //DynEntityType type;//The first xmodel is at 0x1C so either this goes or GfxPlacement loses 4 bytes, which is unlikely since it&amp;#039;s other references appear to be the same.&lt;br /&gt;
  GfxPlacement pose;&lt;br /&gt;
  XModel *xModel;&lt;br /&gt;
  XModel *destroyedxModel;&lt;br /&gt;
  unsigned __int16 brushModel;&lt;br /&gt;
  unsigned __int16 physicsBrushModel;&lt;br /&gt;
  FxEffectDef *destroyFx;&lt;br /&gt;
  unsigned int destroySound;&lt;br /&gt;
       FxEffectDef *unknownFx;&lt;br /&gt;
       FxEffectDef *unknownFxArray[3];&lt;br /&gt;
  PhysPreset *physPreset;&lt;br /&gt;
  __int16 physConstraints[4];&lt;br /&gt;
  int health;&lt;br /&gt;
  int flags;&lt;br /&gt;
  int contents;&lt;br /&gt;
  ScriptString targetname;&lt;br /&gt;
  ScriptString target;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
struct DynEntityPose&lt;br /&gt;
{&lt;br /&gt;
  GfxPlacement pose;&lt;br /&gt;
  float radius;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
typedef char DynEntityClient[0x80]; //This was only 0x14 on BO2, so something pretty big has been added.&lt;br /&gt;
 &lt;br /&gt;
struct DynEntityServer&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 flags;&lt;br /&gt;
  int health;&lt;br /&gt;
};&lt;br /&gt;
 &lt;br /&gt;
struct DynEntityColl&lt;br /&gt;
{&lt;br /&gt;
  unsigned __int16 sector;&lt;br /&gt;
  unsigned __int16 nextEntInSector;&lt;br /&gt;
  vec3_t linkMins;&lt;br /&gt;
  vec3_t linkMaxs;&lt;br /&gt;
  int contents;&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
typedef char rope_t[0xE38]; //Not only has this gotten bigger but it got rid of the Material*. &lt;br /&gt;
&lt;br /&gt;
struct clipMap_t&lt;br /&gt;
{&lt;br /&gt;
  const char *name;&lt;br /&gt;
  int isInUse;&lt;br /&gt;
  ClipInfo info;&lt;br /&gt;
  ClipInfo *pInfo;&lt;br /&gt;
  unsigned int numStaticModels;&lt;br /&gt;
  cStaticModel_s *staticModelList;&lt;br /&gt;
  unsigned int numNodes;&lt;br /&gt;
  cNode_t *nodes;&lt;br /&gt;
  unsigned int numLeafs;&lt;br /&gt;
  cLeaf_s *leafs;&lt;br /&gt;
  unsigned int vertCount;&lt;br /&gt;
  vec3_t *verts;&lt;br /&gt;
  int triCount;&lt;br /&gt;
  unsigned __int16 *triIndices;&lt;br /&gt;
  char *triEdgeIsWalkable; //Size = (((triCount * 3) + 0x1F) &amp;gt;&amp;gt; 5) &amp;lt;&amp;lt; 2&lt;br /&gt;
  int partitionCount;&lt;br /&gt;
  CollisionPartition *partitions;&lt;br /&gt;
  int aabbTreeCount;&lt;br /&gt;
  CollisionAabbTree *aabbTrees;&lt;br /&gt;
  unsigned int numSubModels;&lt;br /&gt;
  cmodel_t *cmodels;&lt;br /&gt;
  int numClusters;&lt;br /&gt;
  int clusterBytes;&lt;br /&gt;
  char *visibility; //Size = numClusters * clusterBytes&lt;br /&gt;
  int vised;&lt;br /&gt;
  MapEnts *mapEnts;&lt;br /&gt;
  cbrush_t *box_brush;&lt;br /&gt;
  cmodel_t box_model;&lt;br /&gt;
  unsigned __int16 originalDynEntCount;&lt;br /&gt;
  unsigned __int16 dynEntCount[4];  //Refer to DynEntityCollType&lt;br /&gt;
  DynEntityDef *dynEntDefList[2];&lt;br /&gt;
  DynEntityPose *dynEntPoseList[2];&lt;br /&gt;
  DynEntityClient *dynEntClientList[2];&lt;br /&gt;
  DynEntityServer *dynEntServerList[2];&lt;br /&gt;
  DynEntityColl *dynEntCollList[4];&lt;br /&gt;
  int num_constraints;&lt;br /&gt;
  PhysConstraint *constraints;&lt;br /&gt;
  int max_ropes;&lt;br /&gt;
  rope_t *ropes;&lt;br /&gt;
       ScriptString unknownScriptStringArray[0x20];&lt;br /&gt;
       char unknown[0x10];&lt;br /&gt;
  int checksum; //I&amp;#039;m not entirely sure that checksum is the very last item, since there are unknown elements just previous. However it has always been the last element, and probably still is.&lt;br /&gt;
};&lt;br /&gt;
#pragma pack(pop)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Keep in mind that the checksum is checked on other clients using the mapcrc dvar.&lt;br /&gt;
== Source Format ==&lt;br /&gt;
The currently accepted source format is to dump the verticies and faces to &amp;quot;raw/maps/mp/(MAPNAME).d3dbsp.obj&amp;quot; because obj files are simple and easy to dump to. This clearly skips most of the clip map, so a more effiecient dumping method must be found.&lt;/div&gt;</summary>
		<author><name>CraigChrist8239</name></author>
	</entry>
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