option -lightmapsastexcoord to extract lightmap UV
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4e12b14cdf
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5097e3d49d
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@ -162,7 +162,7 @@ static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSur
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fprintf( f, "\t*PROP_MOTIONBLUR\t0\r\n" );
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fprintf( f, "\t*PROP_MOTIONBLUR\t0\r\n" );
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fprintf( f, "\t*PROP_CASTSHADOW\t1\r\n" );
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fprintf( f, "\t*PROP_CASTSHADOW\t1\r\n" );
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fprintf( f, "\t*PROP_RECVSHADOW\t1\r\n" );
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fprintf( f, "\t*PROP_RECVSHADOW\t1\r\n" );
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fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->shaderNum );
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fprintf( f, "\t*MATERIAL_REF\t%d\r\n", lightmapsAsTexcoord ? ds->lightmapNum : ds->shaderNum );
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fprintf( f, "}\r\n" );
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fprintf( f, "}\r\n" );
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}
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}
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@ -280,6 +280,31 @@ static void ConvertShader( FILE *f, bspShader_t *shader, int shaderNum )
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fprintf( f, "\t}\r\n" );
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fprintf( f, "\t}\r\n" );
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}
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}
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static void ConvertLightmap( FILE *f, const char *base, int lightmapNum )
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{
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shaderInfo_t *si;
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char *c, filename[ 1024 ];
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/* print shader info */
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fprintf( f, "\t*MATERIAL\t%d\t{\r\n", lightmapNum );
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fprintf( f, "\t\t*MATERIAL_NAME\t\"lm_%04d\"\r\n", lightmapNum );
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fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" );
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fprintf( f, "\t\t*MATERIAL_DIFFUSE\t1\t1\t1\r\n");
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fprintf( f, "\t\t*MATERIAL_SHADING Phong\r\n" );
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/* print map info */
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fprintf( f, "\t\t*MAP_DIFFUSE\t{\r\n" );
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fprintf( f, "\t\t\t*MAP_NAME\t\"lm_%04d\"\r\n", lightmapNum );
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fprintf( f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n");
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fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" );
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fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" );
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fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" );
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fprintf( f, "\t\t\t*BITMAP\t\"%s\\lm_%04d.tga\"\r\n", base, lightmapNum );
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fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );
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fprintf( f, "\t\t}\r\n" );
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fprintf( f, "\t}\r\n" );
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}
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@ -332,11 +357,34 @@ int ConvertBSPToASE( char *bspName )
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/* print materials */
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/* print materials */
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fprintf( f, "*MATERIAL_LIST\t{\r\n" );
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fprintf( f, "*MATERIAL_LIST\t{\r\n" );
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fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders );
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if(lightmapsAsTexcoord)
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for( i = 0; i < numBSPShaders; i++ )
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{
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{
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shader = &bspShaders[ i ];
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int lightmapCount;
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ConvertShader( f, shader, i );
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for( lightmapCount = 0; lightmapCount < numBSPLightmaps; lightmapCount++ )
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;
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for( ; ; lightmapCount++ )
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{
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char buf[1024];
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FILE *tmp;
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snprintf(buf, sizeof(buf), "%s/lm_%04d.tga", base, lightmapCount);
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buf[sizeof(buf) - 1] = 0;
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tmp = fopen(buf, "rb");
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if(!tmp)
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break;
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fclose(tmp);
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}
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fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", lightmapCount );
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for( i = 0; i < lightmapCount; i++ )
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ConvertLightmap( f, base, i );
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}
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else
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{
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fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders );
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for( i = 0; i < numBSPShaders; i++ )
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{
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shader = &bspShaders[ i ];
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ConvertShader( f, shader, i );
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}
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}
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}
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fprintf( f, "}\r\n" );
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fprintf( f, "}\r\n" );
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@ -49,9 +49,6 @@ static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDr
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{
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{
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int i, v, face, a, b, c;
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int i, v, face, a, b, c;
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bspDrawVert_t *dv;
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bspDrawVert_t *dv;
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vec3_t normal;
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char name[ 1024 ];
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int startVert = objVertexCount;
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/* ignore patches for now */
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/* ignore patches for now */
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if( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP )
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if( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP )
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@ -69,10 +66,21 @@ static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDr
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}
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}
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/* export shader */
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/* export shader */
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if(objLastShaderNum != ds->shaderNum)
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if(lightmapsAsTexcoord)
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{
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{
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fprintf(f, "usemtl %s\r\n", bspShaders[ds->shaderNum].shader);
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if(objLastShaderNum != ds->lightmapNum[0])
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objLastShaderNum = ds->shaderNum;
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{
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fprintf(f, "usemtl lm_%04d\r\n", ds->lightmapNum[0]);
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objLastShaderNum = ds->lightmapNum[0];
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}
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}
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else
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{
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if(objLastShaderNum != ds->shaderNum)
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{
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fprintf(f, "usemtl %s\r\n", bspShaders[ds->shaderNum].shader);
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objLastShaderNum = ds->shaderNum;
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}
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}
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}
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/* export vertex */
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/* export vertex */
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@ -83,8 +91,10 @@ static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDr
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fprintf(f, "# vertex %d\r\n", i + objVertexCount + 1);
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fprintf(f, "# vertex %d\r\n", i + objVertexCount + 1);
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fprintf(f, "v %f %f %f\r\n", dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ]);
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fprintf(f, "v %f %f %f\r\n", dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ]);
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fprintf(f, "vn %f %f %f\r\n", dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ]);
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fprintf(f, "vn %f %f %f\r\n", dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ]);
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fprintf(f, "vt %f %f\r\n", dv->st[ 0 ], dv->st[ 1 ]);
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if(lightmapsAsTexcoord)
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fprintf(f, "# vt %f %f\r\n", dv->lightmap[0][0], dv->lightmap[0][1]);
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fprintf(f, "vt %f %f\r\n", dv->lightmap[0][0], 1.0 - dv->lightmap[0][1]);
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else
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fprintf(f, "vt %f %f\r\n", dv->st[ 0 ], 1.0 - dv->st[ 1 ]);
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}
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}
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/* export faces */
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/* export faces */
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@ -162,7 +172,14 @@ static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum )
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if(shadersAsBitmap)
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if(shadersAsBitmap)
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fprintf( f, "map_Kd %s\r\n", shader->shader );
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fprintf( f, "map_Kd %s\r\n", shader->shader );
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else
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else
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fprintf( f, "map_Kd %s\r\n", filename );
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fprintf( f, "map_Kd ..\\%s\r\n", filename );
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}
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static void ConvertLightmapToMTL( FILE *f, const char *base, int lightmapNum )
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{
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/* print shader info */
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fprintf( f, "newmtl lm_%04d\r\n", lightmapNum );
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fprintf( f, "map_Kd %s\\lm_%04d.tga\r\n", base, lightmapNum );
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}
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}
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@ -181,7 +198,7 @@ int ConvertBSPToOBJ( char *bspName )
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entity_t *e;
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entity_t *e;
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vec3_t origin;
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vec3_t origin;
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const char *key;
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const char *key;
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char name[ 1024 ], base[ 1024 ];
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char name[ 1024 ], base[ 1024 ], mtlname[ 1024 ];
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/* note it */
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/* note it */
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@ -214,10 +231,32 @@ int ConvertBSPToOBJ( char *bspName )
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fprintf( f, "mtllib %s\r\n", mtlname );
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fprintf( f, "mtllib %s\r\n", mtlname );
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fprintf( fmtl, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" );
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fprintf( fmtl, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" );
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for( i = 0; i < numBSPShaders; i++ )
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if(lightmapsAsTexcoord)
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{
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{
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shader = &bspShaders[ i ];
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int lightmapCount;
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ConvertShaderToMTL( fmtl, shader, i );
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for( lightmapCount = 0; lightmapCount < numBSPLightmaps; lightmapCount++ )
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;
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for( ; ; lightmapCount++ )
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{
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char buf[1024];
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FILE *tmp;
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snprintf(buf, sizeof(buf), "%s/lm_%04d.tga", base, lightmapCount);
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buf[sizeof(buf) - 1] = 0;
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tmp = fopen(buf, "rb");
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if(!tmp)
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break;
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fclose(tmp);
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}
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for( i = 0; i < lightmapCount; i++ )
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ConvertLightmapToMTL( fmtl, base, i );
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}
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else
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{
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for( i = 0; i < numBSPShaders; i++ )
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{
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shader = &bspShaders[ i ];
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ConvertShaderToMTL( fmtl, shader, i );
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}
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}
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}
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/* walk entity list */
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/* walk entity list */
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@ -1602,6 +1602,8 @@ int ConvertBSPMain( int argc, char **argv )
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}
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}
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else if( !strcmp( argv[ i ], "-shadersasbitmap" ) )
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else if( !strcmp( argv[ i ], "-shadersasbitmap" ) )
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shadersAsBitmap = qtrue;
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shadersAsBitmap = qtrue;
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else if( !strcmp( argv[ i ], "-lightmapsastexcoord" ) )
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lightmapsAsTexcoord = qtrue;
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else if( !strcmp( argv[ i ], "-forcereadbsp" ) )
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else if( !strcmp( argv[ i ], "-forcereadbsp" ) )
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force_bsp = qtrue;
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force_bsp = qtrue;
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else if( !strcmp( argv[ i ], "-meta" ) )
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else if( !strcmp( argv[ i ], "-meta" ) )
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@ -2275,6 +2275,7 @@ Q_EXTERN float linearScale Q_ASSIGN( 1.0f / 8000.0f );
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// for .ase conversion
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// for .ase conversion
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Q_EXTERN qboolean shadersAsBitmap Q_ASSIGN( qfalse );
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Q_EXTERN qboolean shadersAsBitmap Q_ASSIGN( qfalse );
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Q_EXTERN qboolean lightmapsAsTexcoord Q_ASSIGN( qfalse );
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Q_EXTERN light_t *lights;
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Q_EXTERN light_t *lights;
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Q_EXTERN int numPointLights;
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Q_EXTERN int numPointLights;
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