intermediate commit to add .obj conversion support
This commit is contained in:
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3316aca1f4
commit
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1
Makefile
1
Makefile
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@ -425,6 +425,7 @@ $(INSTALLDIR)/q3map2.$(EXE): \
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tools/quake3/q3map2/bspfile_rbsp.o \
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tools/quake3/q3map2/bsp.o \
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tools/quake3/q3map2/convert_ase.o \
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tools/quake3/q3map2/convert_obj.o \
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tools/quake3/q3map2/convert_map.o \
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tools/quake3/q3map2/decals.o \
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tools/quake3/q3map2/facebsp.o \
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378
tools/quake3/q3map2/convert_obj.c
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378
tools/quake3/q3map2/convert_obj.c
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@ -0,0 +1,378 @@
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/* -------------------------------------------------------------------------------
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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----------------------------------------------------------------------------------
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This code has been altered significantly from its original form, to support
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several games based on the Quake III Arena engine, in the form of "Q3Map2."
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------------------------------------------------------------------------------- */
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/* marker */
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#define CONVERT_ASE_C
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/* dependencies */
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#include "q3map2.h"
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/*
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ConvertSurface()
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converts a bsp drawsurface to an ase chunk
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*/
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static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin )
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{
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int i, v, face, a, b, c;
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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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/* ignore patches for now */
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if( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP )
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return;
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/* print object header for each dsurf */
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sprintf( name, "mat%dmodel%dsurf%d", ds->shaderNum, modelNum, surfaceNum );
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fprintf( f, "*GEOMOBJECT\t{\r\n" );
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fprintf( f, "\t*NODE_NAME\t\"%s\"\r\n", name );
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fprintf( f, "\t*NODE_TM\t{\r\n" );
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fprintf( f, "\t\t*NODE_NAME\t\"%s\"\r\n", name );
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fprintf( f, "\t\t*INHERIT_POS\t0\t0\t0\r\n" );
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fprintf( f, "\t\t*INHERIT_ROT\t0\t0\t0\r\n" );
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fprintf( f, "\t\t*INHERIT_SCL\t0\t0\t0\r\n" );
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fprintf( f, "\t\t*TM_ROW0\t1.0\t0\t0\r\n" );
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fprintf( f, "\t\t*TM_ROW1\t0\t1.0\t0\r\n" );
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fprintf( f, "\t\t*TM_ROW2\t0\t0\t1.0\r\n" );
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fprintf( f, "\t\t*TM_ROW3\t0\t0\t0\r\n" );
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fprintf( f, "\t\t*TM_POS\t%f\t%f\t%f\r\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
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fprintf( f, "\t}\r\n" );
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/* print mesh header */
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fprintf( f, "\t*MESH\t{\r\n" );
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fprintf( f, "\t\t*TIMEVALUE\t0\r\n" );
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fprintf( f, "\t\t*MESH_NUMVERTEX\t%d\r\n", ds->numVerts );
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fprintf( f, "\t\t*MESH_NUMFACES\t%d\r\n", ds->numIndexes / 3 );
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switch( ds->surfaceType )
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{
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case MST_PLANAR:
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fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_PLANAR\"\r\n" );
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break;
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case MST_TRIANGLE_SOUP:
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fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_TRIANGLE_SOUP\"\r\n" );
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break;
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}
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/* export vertex xyz */
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fprintf( f, "\t\t*MESH_VERTEX_LIST\t{\r\n" );
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for( i = 0; i < ds->numVerts; i++ )
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{
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v = i + ds->firstVert;
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dv = &bspDrawVerts[ v ];
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fprintf( f, "\t\t\t*MESH_VERTEX\t%d\t%f\t%f\t%f\r\n", i, dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ] );
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}
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fprintf( f, "\t\t}\r\n" );
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/* export vertex normals */
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fprintf( f, "\t\t*MESH_NORMALS\t{\r\n" );
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for( i = 0; i < ds->numIndexes; i += 3 )
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{
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face = (i / 3);
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a = bspDrawIndexes[ i + ds->firstIndex ];
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b = bspDrawIndexes[ i + ds->firstIndex + 1 ];
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c = bspDrawIndexes[ i + ds->firstIndex + 2 ];
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VectorCopy( bspDrawVerts[ a ].normal, normal );
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VectorAdd( normal, bspDrawVerts[ b ].normal, normal );
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VectorAdd( normal, bspDrawVerts[ c ].normal, normal );
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if( VectorNormalize( normal, normal ) )
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fprintf( f, "\t\t\t*MESH_FACENORMAL\t%d\t%f\t%f\t%f\r\n", face, normal[ 0 ], normal[ 1 ], normal[ 2 ] );
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}
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for( i = 0; i < ds->numVerts; i++ )
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{
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v = i + ds->firstVert;
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dv = &bspDrawVerts[ v ];
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fprintf( f, "\t\t\t*MESH_VERTEXNORMAL\t%d\t%f\t%f\t%f\r\n", i, dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ] );
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}
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fprintf( f, "\t\t}\r\n" );
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/* export faces */
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fprintf( f, "\t\t*MESH_FACE_LIST\t{\r\n" );
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for( i = 0; i < ds->numIndexes; i += 3 )
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{
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face = (i / 3);
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a = bspDrawIndexes[ i + ds->firstIndex ];
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c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
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b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
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fprintf( f, "\t\t\t*MESH_FACE\t%d\tA:\t%d\tB:\t%d\tC:\t%d\tAB:\t1\tBC:\t1\tCA:\t1\t*MESH_SMOOTHING\t0\t*MESH_MTLID\t0\r\n",
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face, a, b, c );
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}
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fprintf( f, "\t\t}\r\n" );
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/* export vertex st */
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fprintf( f, "\t\t*MESH_NUMTVERTEX\t%d\r\n", ds->numVerts );
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fprintf( f, "\t\t*MESH_TVERTLIST\t{\r\n" );
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for( i = 0; i < ds->numVerts; i++ )
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{
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v = i + ds->firstVert;
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dv = &bspDrawVerts[ v ];
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fprintf( f, "\t\t\t*MESH_TVERT\t%d\t%f\t%f\t%f\r\n", i, dv->st[ 0 ], (1.0 - dv->st[ 1 ]), 1.0f );
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}
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fprintf( f, "\t\t}\r\n" );
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/* export texture faces */
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fprintf( f, "\t\t*MESH_NUMTVFACES\t%d\r\n", ds->numIndexes / 3 );
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fprintf( f, "\t\t*MESH_TFACELIST\t{\r\n" );
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for( i = 0; i < ds->numIndexes; i += 3 )
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{
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face = (i / 3);
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a = bspDrawIndexes[ i + ds->firstIndex ];
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c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
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b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
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fprintf( f, "\t\t\t*MESH_TFACE\t%d\t%d\t%d\t%d\r\n", face, a, b, c );
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}
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fprintf( f, "\t\t}\r\n" );
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/* print mesh footer */
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fprintf( f, "\t}\r\n" );
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/* print object footer */
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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_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, "}\r\n" );
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}
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/*
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ConvertModel()
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exports a bsp model to an ase chunk
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*/
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static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )
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{
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int i, s;
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bspDrawSurface_t *ds;
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/* go through each drawsurf in the model */
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for( i = 0; i < model->numBSPSurfaces; i++ )
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{
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s = i + model->firstBSPSurface;
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ds = &bspDrawSurfaces[ s ];
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ConvertSurface( f, model, modelNum, ds, s, origin );
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}
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}
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/*
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ConvertShader()
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exports a bsp shader to an ase chunk
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*/
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/*
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*MATERIAL 0 {
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*MATERIAL_NAME "models/test/rock16l"
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*MATERIAL_CLASS "Standard"
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*MATERIAL_AMBIENT 0.5882 0.5882 0.5882
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*MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
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*MATERIAL_SPECULAR 0.5882 0.5882 0.5882
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*MATERIAL_SHINE 0.0000
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*MATERIAL_SHINESTRENGTH 0.0000
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*MATERIAL_TRANSPARENCY 0.0000
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*MATERIAL_WIRESIZE 1.0000
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*MATERIAL_SHADING Phong
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*MATERIAL_XP_FALLOFF 0.0000
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*MATERIAL_SELFILLUM 0.0000
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*MATERIAL_FALLOFF In
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*MATERIAL_XP_TYPE Filter
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*MAP_DIFFUSE {
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*MAP_NAME "Map #2"
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*MAP_CLASS "Bitmap"
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*MAP_SUBNO 1
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*MAP_AMOUNT 1.0000
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*BITMAP "models/test/rock16l"
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*MAP_TYPE Screen
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*UVW_U_OFFSET 0.0000
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*UVW_V_OFFSET 0.0000
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*UVW_U_TILING 1.0000
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*UVW_V_TILING 1.0000
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*UVW_ANGLE 0.0000
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*UVW_BLUR 1.0000
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*UVW_BLUR_OFFSET 0.0000
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*UVW_NOUSE_AMT 1.0000
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*UVW_NOISE_SIZE 1.0000
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*UVW_NOISE_LEVEL 1
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*UVW_NOISE_PHASE 0.0000
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*BITMAP_FILTER Pyramidal
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}
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}
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*/
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static void ConvertShader( FILE *f, bspShader_t *shader, int shaderNum )
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{
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shaderInfo_t *si;
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char *c, filename[ 1024 ];
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/* get shader */
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si = ShaderInfoForShader( shader->shader );
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if( si == NULL )
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{
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Sys_Printf( "WARNING: NULL shader in BSP\n" );
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return;
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}
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/* set bitmap filename */
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if( si->shaderImage->filename[ 0 ] != '*' )
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strcpy( filename, si->shaderImage->filename );
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else
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sprintf( filename, "%s.tga", si->shader );
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for( c = filename; *c != '\0'; c++ )
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if( *c == '/' )
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*c = '\\';
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/* print shader info */
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fprintf( f, "\t*MATERIAL\t%d\t{\r\n", shaderNum );
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fprintf( f, "\t\t*MATERIAL_NAME\t\"%s\"\r\n", shader->shader );
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fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" );
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fprintf( f, "\t\t*MATERIAL_DIFFUSE\t%f\t%f\t%f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] );
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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\"%s\"\r\n", shader->shader );
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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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if(shadersAsBitmap)
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fprintf( f, "\t\t\t*BITMAP\t\"%s\"\r\n", shader->shader );
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else
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fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename );
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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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/*
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ConvertBSPToASE()
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exports an 3d studio ase file from the bsp
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*/
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int ConvertBSPToASE( char *bspName )
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{
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int i, modelNum;
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FILE *f;
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bspShader_t *shader;
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bspModel_t *model;
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entity_t *e;
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vec3_t origin;
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const char *key;
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char name[ 1024 ], base[ 1024 ];
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/* note it */
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Sys_Printf( "--- Convert BSP to ASE ---\n" );
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/* create the ase filename from the bsp name */
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strcpy( name, bspName );
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StripExtension( name );
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strcat( name, ".ase" );
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Sys_Printf( "writing %s\n", name );
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ExtractFileBase( bspName, base );
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strcat( base, ".bsp" );
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/* open it */
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f = fopen( name, "wb" );
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if( f == NULL )
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Error( "Open failed on %s\n", name );
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/* print header */
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fprintf( f, "*3DSMAX_ASCIIEXPORT\t200\r\n" );
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fprintf( f, "*COMMENT\t\"Generated by Q3Map2 (ydnar) -convert -format ase\"\r\n" );
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fprintf( f, "*SCENE\t{\r\n" );
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fprintf( f, "\t*SCENE_FILENAME\t\"%s\"\r\n", base );
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fprintf( f, "\t*SCENE_FIRSTFRAME\t0\r\n" );
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fprintf( f, "\t*SCENE_LASTFRAME\t100\r\n" );
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fprintf( f, "\t*SCENE_FRAMESPEED\t30\r\n" );
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fprintf( f, "\t*SCENE_TICKSPERFRAME\t160\r\n" );
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fprintf( f, "\t*SCENE_BACKGROUND_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
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fprintf( f, "\t*SCENE_AMBIENT_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
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fprintf( f, "}\r\n" );
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/* print materials */
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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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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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fprintf( f, "}\r\n" );
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/* walk entity list */
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for( i = 0; i < numEntities; i++ )
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{
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/* get entity and model */
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e = &entities[ i ];
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if( i == 0 )
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modelNum = 0;
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else
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{
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key = ValueForKey( e, "model" );
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if( key[ 0 ] != '*' )
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continue;
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modelNum = atoi( key + 1 );
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}
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model = &bspModels[ modelNum ];
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/* get entity origin */
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key = ValueForKey( e, "origin" );
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if( key[ 0 ] == '\0' )
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VectorClear( origin );
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else
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GetVectorForKey( e, "origin", origin );
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/* convert model */
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ConvertModel( f, model, modelNum, origin );
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}
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/* close the file and return */
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fclose( f );
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/* return to sender */
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return 0;
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}
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