make names unique again

This commit is contained in:
Rudolf Polzer 2010-12-23 09:14:48 +01:00
parent 6f9e9fd122
commit 780e5b6e21

View File

@ -40,10 +40,10 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2."
/* /*
ConvertSurface() ConvertSurface()
converts a bsp drawsurface to an ase chunk converts a bsp drawsurface to an obj chunk
*/ */
static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin ) static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin )
{ {
int i, v, face, a, b, c; int i, v, face, a, b, c;
bspDrawVert_t *dv; bspDrawVert_t *dv;
@ -173,7 +173,7 @@ ConvertModel()
exports a bsp model to an ase chunk exports a bsp model to an ase chunk
*/ */
static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin ) static void ConvertModelToOBJ( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )
{ {
int i, s; int i, s;
bspDrawSurface_t *ds; bspDrawSurface_t *ds;
@ -184,7 +184,7 @@ static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origi
{ {
s = i + model->firstBSPSurface; s = i + model->firstBSPSurface;
ds = &bspDrawSurfaces[ s ]; ds = &bspDrawSurfaces[ s ];
ConvertSurface( f, model, modelNum, ds, s, origin ); ConvertSurfaceToOBJ( f, model, modelNum, ds, s, origin );
} }
} }
@ -234,7 +234,7 @@ exports a bsp shader to an ase chunk
} }
*/ */
static void ConvertShader( FILE *f, bspShader_t *shader, int shaderNum ) static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum )
{ {
shaderInfo_t *si; shaderInfo_t *si;
char *c, filename[ 1024 ]; char *c, filename[ 1024 ];
@ -288,10 +288,10 @@ ConvertBSPToASE()
exports an 3d studio ase file from the bsp exports an 3d studio ase file from the bsp
*/ */
int ConvertBSPToASE( char *bspName ) int ConvertBSPToOBJ( char *bspName )
{ {
int i, modelNum; int i, modelNum;
FILE *f; FILE *f, *fmtl;
bspShader_t *shader; bspShader_t *shader;
bspModel_t *model; bspModel_t *model;
entity_t *e; entity_t *e;
@ -301,13 +301,17 @@ int ConvertBSPToASE( char *bspName )
/* note it */ /* note it */
Sys_Printf( "--- Convert BSP to ASE ---\n" ); Sys_Printf( "--- Convert BSP to OBJ ---\n" );
/* create the ase filename from the bsp name */ /* create the ase filename from the bsp name */
strcpy( name, bspName ); strcpy( name, bspName );
StripExtension( name ); StripExtension( name );
strcat( name, ".ase" ); strcat( name, ".obj" );
Sys_Printf( "writing %s\n", name ); Sys_Printf( "writing %s\n", name );
strcpy( mtlname, bspName );
StripExtension( mtlname );
strcat( mtlname, ".mtl" );
Sys_Printf( "writing %s\n", mtlname );
ExtractFileBase( bspName, base ); ExtractFileBase( bspName, base );
strcat( base, ".bsp" ); strcat( base, ".bsp" );
@ -316,6 +320,9 @@ int ConvertBSPToASE( char *bspName )
f = fopen( name, "wb" ); f = fopen( name, "wb" );
if( f == NULL ) if( f == NULL )
Error( "Open failed on %s\n", name ); Error( "Open failed on %s\n", name );
fmtl = fopen( mtlname, "wb" );
if( fmtl == NULL )
Error( "Open failed on %s\n", mtlname );
/* print header */ /* print header */
fprintf( f, "*3DSMAX_ASCIIEXPORT\t200\r\n" ); fprintf( f, "*3DSMAX_ASCIIEXPORT\t200\r\n" );
@ -336,7 +343,7 @@ int ConvertBSPToASE( char *bspName )
for( i = 0; i < numBSPShaders; i++ ) for( i = 0; i < numBSPShaders; i++ )
{ {
shader = &bspShaders[ i ]; shader = &bspShaders[ i ];
ConvertShader( f, shader, i ); ConvertShaderToMTL( fmtl, shader, i );
} }
fprintf( f, "}\r\n" ); fprintf( f, "}\r\n" );
@ -364,11 +371,12 @@ int ConvertBSPToASE( char *bspName )
GetVectorForKey( e, "origin", origin ); GetVectorForKey( e, "origin", origin );
/* convert model */ /* convert model */
ConvertModel( f, model, modelNum, origin ); ConvertModelToOBJ( f, model, modelNum, origin );
} }
/* close the file and return */ /* close the file and return */
fclose( f ); fclose( f );
fclose( fmtl );
/* return to sender */ /* return to sender */
return 0; return 0;