Collision Map Asset (CoD4)

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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. Call of Duty 4 has 2 clip map asset types (col_map_sp and col_map_mp) and they are loaded exactly the same.

typedef char cbrushedge_t;
 
struct cStaticModelWritable
{
  unsigned __int16 nextModelInWorldSector;
};
 
struct cplane_s;
 
#pragma pack(push, 2)
struct cbrushside_t
{
  cplane_s *plane;
  unsigned int materialNum;
  __int16 firstAdjacentSideOffset;
  char edgeCount;
};
#pragma pack(pop)
 
struct __declspec(align(16)) cbrush_t
{
  float mins[3];
  int contents;
  float maxs[3];
  unsigned int numsides;
  cbrushside_t *sides;
  __int16 axialMaterialNum[2][3];
  cbrushedge_t *baseAdjacentSide;
  __int16 firstAdjacentSideOffsets[2][3];
  char edgeCount[2][3];
};
 
#pragma pack(push, 4)
struct cStaticModel_s
{
  cStaticModelWritable writable;
  XModel *xmodel;
  float origin[3];
  float invScaledAxis[3][3];
  float absmin[3];
  float absmax[3];
};
 
struct cplane_s
{
  float normal[3];
  float dist;
  char type;
  char signbits;
};
 
struct cNode_t
{
  cplane_s *plane;
  __int16 children[2];
};
 
struct dmaterial_t
{
  char material[64];
  int surfaceFlags;
  int contentFlags;
};
 
struct cLeaf_t
{
  unsigned __int16 firstCollAabbIndex;
  unsigned __int16 collAabbCount;
  int brushContents;
  int terrainContents;
  float mins[3];
  float maxs[3];
  int leafBrushNode;
  __int16 cluster;
};
 
struct cLeafBrushNodeLeaf_t
{
  unsigned __int16 *brushes;
};
 
struct cLeafBrushNodeChildren_t
{
  float dist;
  float range;
  unsigned __int16 childOffset[2];
};
 
union cLeafBrushNodeData_t
{
  cLeafBrushNodeLeaf_t leaf;
  cLeafBrushNodeChildren_t children;
};
 
struct cLeafBrushNode_s
{
  char axis;
  __int16 leafBrushCount;
  int contents;
  cLeafBrushNodeData_t data;
};
 
struct CollisionBorder
{
  float distEq[3];
  float zBase;
  float zSlope;
  float start;
  float length;
};
 
struct CollisionPartition
{
  char triCount;
  char borderCount;
  int firstTri;
  CollisionBorder *borders;
};
 
union CollisionAabbTreeIndex
{
  int firstChildIndex;
  int partitionIndex;
};
 
struct CollisionAabbTree
{
  float origin[3];
  float halfSize[3];
  unsigned __int16 materialIndex;
  unsigned __int16 childCount;
  CollisionAabbTreeIndex u;
};
 
struct cmodel_t
{
  float mins[3];
  float maxs[3];
  float radius;
  cLeaf_t leaf;
};
 
enum DynEntityType
{
  DYNENT_TYPE_INVALID = 0x0,
  DYNENT_TYPE_CLUTTER = 0x1,
  DYNENT_TYPE_DESTRUCT = 0x2,
  DYNENT_TYPE_COUNT = 0x3,
};
 
struct GfxPlacement
{
  float quat[4];
  float origin[3];
};
 
struct XModelPiece
{
  XModel *model;
  float offset[3];
};
 
struct XModelPieces   //Keep in mind that in Call of Duty 4, XModelPieces is not loaded directly
{
  const char *name;
  int numpieces;
  XModelPiece *pieces;
};
 
struct PhysMass
{
  float centerOfMass[3];
  float momentsOfInertia[3];
  float productsOfInertia[3];
};
 
struct DynEntityDef
{
  DynEntityType type;
  GfxPlacement pose;
  XModel *xModel;
  unsigned __int16 brushModel;
  unsigned __int16 physicsBrushModel;
  FxEffectDef *destroyFx;
  XModelPieces *destroyPieces;
  PhysPreset *physPreset;
  int health;
  PhysMass mass;
  int contents;
};
 
struct DynEntityPose
{
  GfxPlacement pose;
  float radius;
};
 
struct DynEntityClient
{
  int physObjId;
  unsigned __int16 flags;
  unsigned __int16 lightingHandle;
  int health;
};
 
struct DynEntityColl
{
  unsigned __int16 sector;
  unsigned __int16 nextEntInSector;
  float linkMins[2];
  float linkMaxs[2];
};
 
struct clipMap_t
{
  const char *name;
       int unknown;
  int planeCount;
  cplane_s *planes;
  unsigned int numStaticModels;
  cStaticModel_s *staticModelList;
  unsigned int numMaterials;
  dmaterial_t *materials;
  unsigned int numBrushSides;
  cbrushside_t *brushsides;
  unsigned int numBrushEdges;
  cbrushedge_t *brushEdges;
  unsigned int numNodes;
  cNode_t *nodes;
  unsigned int numLeafs;
  cLeaf_t *leafs;
  unsigned int leafbrushNodesCount;
  cLeafBrushNode_s *leafbrushNodes; //Leafbrushes loaded before this in FFs.
  unsigned int numLeafBrushes;
  unsigned __int16 *leafbrushes;
  unsigned int numLeafSurfaces;
  unsigned int *leafsurfaces;
  unsigned int vertCount;
  float (*verts)[3];
  int triCount;
  unsigned __int16 *triIndices;
  char *triEdgeIsWalkable; //Size = ((triCount << 1) + triCount + 0x1F) >> 3 << 2
  int borderCount;
  CollisionBorder *borders;
  int partitionCount;
  CollisionPartition *partitions;
  int aabbTreeCount;
  CollisionAabbTree *aabbTrees;
  unsigned int numSubModels;
  cmodel_t *cmodels;
  unsigned __int16 numBrushes;
  cbrush_t *brushes;
  int numClusters;
  int clusterBytes;
  char *visibility;
  int vised;
  MapEnts *mapEnts;
  cbrush_t *box_brush;
  cmodel_t box_model;
  unsigned __int16 dynEntCount[2];
  DynEntityDef *dynEntDefList[2];
  DynEntityPose *dynEntPoseList[2];
  DynEntityClient *dynEntClientList[2];
  DynEntityColl *dynEntCollList[2];
  unsigned int checksum;
};
#pragma pack(pop)

Keep in mind that the checksum is checked on other clients using the mapcrc dvar.

Source Format

The currently accepted source format is to dump the verticies and faces to "raw/maps/mp/(MAPNAME).d3dbsp.obj" 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.