public static void LoadBSP()
    {
        // Initialize readers
        BinaryReader = new BinaryReader(File.OpenRead(WorldController.GamePath + WorldController.ModName + "/maps/" + WorldController.MapName + ".bsp"));
        CRead        = new CustomReader(BinaryReader);

        // ----- BEGIN READ BSP ----- //

        BSP_Header = CRead.ReadType <dheader_t>();
        Debug.Log("BSP version: " + BSP_Header.version);

        string input = Encoding.ASCII.GetString(CRead.GetBytes(BSP_Header.lumps[0].fileofs, BSP_Header.lumps[0].filelen));

        foreach (Match match in Regex.Matches(input, @"{[^}]*}", RegexOptions.IgnoreCase))
        {
            BSP_Entities.Add(match.Value);
        }

        switch (BSP_Header.version)
        {
        // FITCH: If BSP version more than 20, you need load HDR lumps
        case 21: BSP_Faces.AddRange(CRead.ReadType <dface_t>(BSP_Header.lumps[58].fileofs, BSP_Header.lumps[58].filelen / 56)); break;

        default: BSP_Faces.AddRange(CRead.ReadType <dface_t>(BSP_Header.lumps[7].fileofs, BSP_Header.lumps[7].filelen / 56)); break;
        }

        BSP_Models.AddRange(CRead.ReadType <dmodel_t>(BSP_Header.lumps[14].fileofs, BSP_Header.lumps[14].filelen / 48));

        BSP_Texdata.AddRange(CRead.ReadType <dtexdata_t>(BSP_Header.lumps[2].fileofs, BSP_Header.lumps[2].filelen / 32));
        BSP_Texinfo.AddRange(CRead.ReadType <texinfo_t>(BSP_Header.lumps[6].fileofs, BSP_Header.lumps[6].filelen / 72));

        BSP_DispInfo.AddRange(CRead.ReadType <ddispinfo_t>(BSP_Header.lumps[26].fileofs, BSP_Header.lumps[26].filelen / 176));
        BSP_DispVerts.AddRange(CRead.ReadType <dDispVert>(BSP_Header.lumps[33].fileofs, BSP_Header.lumps[33].filelen / 20));

        int[] BSP_TexStrTable = CRead.ReadType <int>(BSP_Header.lumps[44].fileofs, BSP_Header.lumps[44].filelen / 4);
        BSP_TexStrData.AddRange(CRead.ReadNullTerminatedString(BSP_Header.lumps[43].fileofs, BSP_TexStrTable));

        BSP_Vertices.AddRange(CRead.ReadType <Vector3>(BSP_Header.lumps[3].fileofs, BSP_Header.lumps[3].filelen / 12));
        BSP_Edges.AddRange(CRead.ReadType <dedge_t>(BSP_Header.lumps[12].fileofs, BSP_Header.lumps[12].filelen / 4));
        BSP_Surfedges.AddRange(CRead.ReadType <int>(BSP_Header.lumps[13].fileofs, BSP_Header.lumps[13].filelen / 4));

        BSP_PakFile = CRead.GetBytes(BSP_Header.lumps[40].fileofs, BSP_Header.lumps[40].filelen);

        // ----- END READ BSP ----- //

        for (int i = 0; i < BSP_Entities.Count; i++)
        {
            LoadEntity(i);
        }

        BinaryReader.BaseStream.Dispose();
    }
    // http://nemesis.thewavelength.net/index.php?p=40
    private static Texture2D GetTexture()
    {
        Texture2D VTF_Texture, Mip_Texture;
        int       OffsetInFile = VTF_Header.width * VTF_Header.height * uiBytesPerPixels[VTF_Header.highResImageFormat];

        switch (VTF_Header.highResImageFormat)
        {
        case (int)ImageFormat.IMAGE_FORMAT_DXT1:
            VTF_Texture  = new Texture2D(VTF_Header.width, VTF_Header.height, TextureFormat.DXT1, false);
            OffsetInFile = ((VTF_Header.width + 3) / 4) * ((VTF_Header.height + 3) / 4) * 8;
            break;

        case (int)ImageFormat.IMAGE_FORMAT_DXT3:
        case (int)ImageFormat.IMAGE_FORMAT_DXT5:
            VTF_Texture  = new Texture2D(VTF_Header.width, VTF_Header.height, TextureFormat.DXT5, false);
            OffsetInFile = ((VTF_Header.width + 3) / 4) * ((VTF_Header.height + 3) / 4) * 16;
            break;

        case (int)ImageFormat.IMAGE_FORMAT_RGB888:
        case (int)ImageFormat.IMAGE_FORMAT_BGR888:
            VTF_Texture = new Texture2D(VTF_Header.width, VTF_Header.height, TextureFormat.RGB24, false);
            break;

        case (int)ImageFormat.IMAGE_FORMAT_RGBA8888:
            VTF_Texture = new Texture2D(VTF_Header.width, VTF_Header.height, TextureFormat.RGBA32, false);
            break;

        case (int)ImageFormat.IMAGE_FORMAT_BGRA8888:
            VTF_Texture = new Texture2D(VTF_Header.width, VTF_Header.height, TextureFormat.BGRA32, false);
            break;

        case (int)ImageFormat.IMAGE_FORMAT_ARGB8888:
            VTF_Texture = new Texture2D(VTF_Header.width, VTF_Header.height, TextureFormat.ARGB32, false);
            break;

        case (int)ImageFormat.IMAGE_FORMAT_A8:
            VTF_Texture = new Texture2D(VTF_Header.width, VTF_Header.height, TextureFormat.Alpha8, false);
            break;

        default:
            return(new Texture2D(1, 1));
        }

        // Load texture from file
        byte[] VTF_File = FixOperation(CRead.GetBytes(OffsetInFile));
        VTF_Texture.LoadRawTextureData(VTF_File);
        VTF_Texture.Apply();

        {
            // Apply necessary shader
            if (MaterialShader.Equals(Shader.Find("Lightmapped/Transparent")))
            {
                Mip_Texture = new Texture2D(VTF_Header.width, VTF_Header.height, TextureFormat.RGBA32, true);
            }
            else
            {
                Mip_Texture = new Texture2D(VTF_Header.width, VTF_Header.height, TextureFormat.RGB24, true);
            }

            // Generation mips and compress
            Mip_Texture.SetPixels32(VTF_Texture.GetPixels32());
            Mip_Texture.Apply();
            Mip_Texture.Compress(false);
        }

        return(Mip_Texture);
    }
    public static Texture2D Load(string TextureName)
    {
        if (!File.Exists(Configuration.GameFld + Configuration.Mod + "/materials/" + TextureName + ".vtf"))
            return new Texture2D(1, 1);

        CRead = new CustomReader(File.OpenRead(Configuration.GameFld + Configuration.Mod + "/materials/" + TextureName + ".vtf"));
        VTF_Header = CRead.ReadType<tagVTFHEADER>();

        Texture2D VTF_Texture = default(Texture2D); TextureFormat ImageFormat;
        long OffsetInFile = VTF_Header.Width * VTF_Header.Height * uiBytesPerPixels[(int)VTF_Header.HighResImageFormat];

        switch (VTF_Header.HighResImageFormat)
        {
            case VTFImageFormat.IMAGE_FORMAT_DXT1:
                OffsetInFile = ((VTF_Header.Width + 3) / 4) * ((VTF_Header.Height + 3) / 4) * 8;
                ImageFormat = TextureFormat.DXT1; break;

            case VTFImageFormat.IMAGE_FORMAT_DXT3:
            case VTFImageFormat.IMAGE_FORMAT_DXT5:
                OffsetInFile = ((VTF_Header.Width + 3) / 4) * ((VTF_Header.Height + 3) / 4) * 16;
                ImageFormat = TextureFormat.DXT5; break;

            case VTFImageFormat.IMAGE_FORMAT_RGB888:
            case VTFImageFormat.IMAGE_FORMAT_BGR888:
                ImageFormat = TextureFormat.RGB24; break;

            case VTFImageFormat.IMAGE_FORMAT_RGBA8888:
                ImageFormat = TextureFormat.RGBA32; break;

            case VTFImageFormat.IMAGE_FORMAT_ARGB8888:
                ImageFormat = TextureFormat.ARGB32; break;

            case VTFImageFormat.IMAGE_FORMAT_BGRA8888:
                ImageFormat = TextureFormat.BGRA32; break;

            default: return new Texture2D(1, 1);
        }

        VTF_Texture = new Texture2D(VTF_Header.Width, VTF_Header.Height, ImageFormat, false);
        byte[] VTF_File = CRead.GetBytes((int)OffsetInFile, CRead.InputStream.Length - OffsetInFile);

        if (VTF_Header.HighResImageFormat == VTFImageFormat.IMAGE_FORMAT_BGR888)
        {
            for (int i = 0; i < VTF_File.Length - 1; i += 3)
            {
                byte Temp = VTF_File[i];
                VTF_File[i] = VTF_File[i + 2];
                VTF_File[i + 2] = Temp;
            }
        }

        VTF_Texture.LoadRawTextureData(VTF_File);

        Texture2D Mip_Texture = new Texture2D(VTF_Header.Width, VTF_Header.Height, TextureFormat.RGBA32, true);
        Mip_Texture.SetPixels32(VTF_Texture.GetPixels32());

        Mip_Texture.Apply(); Mip_Texture.Compress(false);
        Object.DestroyImmediate(VTF_Texture);

        CRead.Dispose();
        return Mip_Texture;
    }
    public static Texture2D Load(string TextureName)
    {
        string TextureDestinationPath = Configuration.GameFld + Configuration.Mod + "/materials/" + TextureName + ".vtf";

        if (!File.Exists(TextureDestinationPath))
        {
            if (File.Exists(Configuration.GameFld + Configuration._Mod + "/materials/" + TextureName + ".vtf"))
                TextureDestinationPath = Configuration.GameFld + Configuration._Mod + "/materials/" + TextureName + ".vtf";
            else
                return new Texture2D(1, 1);
        }

        CRead = new CustomReader(File.OpenRead(TextureDestinationPath));
        VTF_Header = CRead.ReadType<tagVTFHEADER>();

        Texture2D VTF_Texture;
        TextureFormat ImageFormat;

        long OffsetInFile = VTF_Header.Width * VTF_Header.Height * uiBytesPerPixels[(int)VTF_Header.HighResImageFormat];

        switch (VTF_Header.HighResImageFormat)
        {
            case VTFImageFormat.IMAGE_FORMAT_DXT1:
                OffsetInFile = ((VTF_Header.Width + 3) / 4) * ((VTF_Header.Height + 3) / 4) * 8;
                ImageFormat = TextureFormat.DXT1;
                break;

            case VTFImageFormat.IMAGE_FORMAT_DXT3:
            case VTFImageFormat.IMAGE_FORMAT_DXT5:
                OffsetInFile = ((VTF_Header.Width + 3) / 4) * ((VTF_Header.Height + 3) / 4) * 16;
                ImageFormat = TextureFormat.DXT5;
                break;

            case VTFImageFormat.IMAGE_FORMAT_RGB888:
            case VTFImageFormat.IMAGE_FORMAT_BGR888:
                ImageFormat = TextureFormat.RGB24;
                break;

            case VTFImageFormat.IMAGE_FORMAT_RGBA8888:
                ImageFormat = TextureFormat.RGBA32;
                break;

            case VTFImageFormat.IMAGE_FORMAT_ARGB8888:
                ImageFormat = TextureFormat.ARGB32;
                break;

            case VTFImageFormat.IMAGE_FORMAT_BGRA8888:
                ImageFormat = TextureFormat.BGRA32;
                break;

            default:
                return new Texture2D(1, 1);
        }

        VTF_Texture = new Texture2D(VTF_Header.Width, VTF_Header.Height, ImageFormat, false);
        byte[] VTF_File = CRead.GetBytes((int)OffsetInFile, CRead.InputStream.Length - OffsetInFile);

        if (VTF_Header.HighResImageFormat == VTFImageFormat.IMAGE_FORMAT_BGR888)
        {
            for (int i = 0; i < VTF_File.Length - 1; i += 3)
            {
                byte Temp = VTF_File[i];
                VTF_File[i] = VTF_File[i + 2];
                VTF_File[i + 2] = Temp;
            }
        }

        VTF_Texture.LoadRawTextureData(VTF_File);
        CRead.Dispose();

        // MIPMAP NOT WORK!!! VERY SLOWLY!!!
        if (Configuration.AndroidCompression)
        {
            Texture2D Mip_Texture = new Texture2D(VTF_Header.Width, VTF_Header.Height);
            Mip_Texture.SetPixels32(VTF_Texture.GetPixels32());

            EditorUtility.CompressTexture(Mip_Texture, TextureFormat.ETC_RGB4, TextureCompressionQuality.Fast);
            Mip_Texture.Apply();

            return Mip_Texture;
        }

        VTF_Texture.Apply();
        return VTF_Texture;
    }
    public void Load()
    {
        Clear();

        if (!File.Exists(Configuration.GameFld + Configuration.Mod + "/maps/" + LevelName + ".bsp"))
            throw new FileNotFoundException(Configuration.GameFld + Configuration.Mod + "/maps/" + LevelName + ".bsp");

        Configuration.Initialize(LevelName);
        Configuration.AndroidCompression = AndroidCompression;

        CRead = new CustomReader(File.OpenRead(Configuration.GameFld + Configuration.Mod + "/maps/" + LevelName + ".bsp"));
        BSP_Header = CRead.ReadType<BspSpecification.dheader_t>();

        if (BSP_Header.ident != (('P' << 24) + ('S' << 16) + ('B' << 8) + 'V'))
            throw new FileLoadException("Wrong magic number");

        if (BSP_Header.version < 19 || BSP_Header.version > 21)
            throw new FileLoadException(string.Format("BSP version ({0}) isn't supported", BSP_Header.version));

        if (BSP_Header.lumps[0].fileofs == 0)
        {
            Debug.Log("Found Left 4 Dead 2 header");
            for (int i = 0; i < BSP_Header.lumps.Length; i++)
            {
                BSP_Header.lumps[i].fileofs = BSP_Header.lumps[i].filelen;
                BSP_Header.lumps[i].filelen = BSP_Header.lumps[i].version;
            }
        }

        string input = Encoding.ASCII.GetString(CRead.GetBytes(BSP_Header.lumps[0].filelen, BSP_Header.lumps[0].fileofs));
        foreach (Match match in Regex.Matches(input, @"{[^}]*}", RegexOptions.IgnoreCase))
            BSP_Entities.Add(match.Value);

        if (!HighDynamicRange)
            BSP_Faces.AddRange(CRead.ReadType<BspSpecification.dface_t>(BSP_Header.lumps[7].filelen / 56, BSP_Header.lumps[7].fileofs));
        else
            BSP_Faces.AddRange(CRead.ReadType<BspSpecification.dface_t>(BSP_Header.lumps[58].filelen / 56, BSP_Header.lumps[58].fileofs));

        BSP_Models.AddRange(CRead.ReadType<BspSpecification.dmodel_t>(BSP_Header.lumps[14].filelen / 48, BSP_Header.lumps[14].fileofs));

        BSP_DispInfo.AddRange(CRead.ReadType<BspSpecification.ddispinfo_t>(BSP_Header.lumps[26].filelen / 176, BSP_Header.lumps[26].fileofs));
        BSP_DispVerts.AddRange(CRead.ReadType<BspSpecification.dDispVert>(BSP_Header.lumps[33].filelen / 20, BSP_Header.lumps[33].fileofs));

        BSP_TexData.AddRange(CRead.ReadType<BspSpecification.dtexdata_t>(BSP_Header.lumps[2].filelen / 32, BSP_Header.lumps[2].fileofs));
        BSP_TexInfo.AddRange(CRead.ReadType<BspSpecification.texinfo_t>(BSP_Header.lumps[6].filelen / 72, BSP_Header.lumps[6].fileofs));

        int[] BSP_TexStrTable = CRead.ReadType<int>(BSP_Header.lumps[44].filelen / 4, BSP_Header.lumps[44].fileofs);
        BSP_TexStrData.AddRange(CRead.ReadNullTerminatedString(BSP_TexStrTable, BSP_Header.lumps[43].fileofs));

        BSP_Edges.AddRange(CRead.ReadType<BspSpecification.dedge_t>(BSP_Header.lumps[12].filelen / 4, BSP_Header.lumps[12].fileofs));
        BSP_Vertices.AddRange(CRead.ReadType<Vector3>(BSP_Header.lumps[3].filelen / 12, BSP_Header.lumps[3].fileofs));
        BSP_Surfedges.AddRange(CRead.ReadType<int>(BSP_Header.lumps[13].filelen / 4, BSP_Header.lumps[13].fileofs));

        UnpackPakFile(CRead.GetBytes(BSP_Header.lumps[40].filelen, BSP_Header.lumps[40].fileofs));

        for (int i = 0; i < BSP_Entities.Count; i++)
            LoadEntity(i);

        CRead.Dispose();
    }