make names unique again
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6f9e9fd122
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780e5b6e21
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@ -40,10 +40,10 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2."
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/*
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/*
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ConvertSurface()
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ConvertSurface()
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converts a bsp drawsurface to an ase chunk
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converts a bsp drawsurface to an obj chunk
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*/
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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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static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin )
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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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@ -173,7 +173,7 @@ ConvertModel()
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exports a bsp model to an ase chunk
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exports a bsp model to an ase chunk
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*/
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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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static void ConvertModelToOBJ( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )
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{
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{
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int i, s;
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int i, s;
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bspDrawSurface_t *ds;
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bspDrawSurface_t *ds;
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@ -184,7 +184,7 @@ static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origi
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{
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{
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s = i + model->firstBSPSurface;
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s = i + model->firstBSPSurface;
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ds = &bspDrawSurfaces[ s ];
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ds = &bspDrawSurfaces[ s ];
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ConvertSurface( f, model, modelNum, ds, s, origin );
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ConvertSurfaceToOBJ( f, model, modelNum, ds, s, origin );
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}
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}
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}
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}
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@ -234,7 +234,7 @@ exports a bsp shader to an ase chunk
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}
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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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static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum )
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{
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{
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shaderInfo_t *si;
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shaderInfo_t *si;
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char *c, filename[ 1024 ];
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char *c, filename[ 1024 ];
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@ -288,10 +288,10 @@ ConvertBSPToASE()
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exports an 3d studio ase file from the bsp
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exports an 3d studio ase file from the bsp
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*/
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*/
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int ConvertBSPToASE( char *bspName )
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int ConvertBSPToOBJ( char *bspName )
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{
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{
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int i, modelNum;
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int i, modelNum;
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FILE *f;
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FILE *f, *fmtl;
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bspShader_t *shader;
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bspShader_t *shader;
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bspModel_t *model;
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bspModel_t *model;
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entity_t *e;
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entity_t *e;
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@ -301,13 +301,17 @@ int ConvertBSPToASE( char *bspName )
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/* note it */
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/* note it */
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Sys_Printf( "--- Convert BSP to ASE ---\n" );
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Sys_Printf( "--- Convert BSP to OBJ ---\n" );
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/* create the ase filename from the bsp name */
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/* create the ase filename from the bsp name */
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strcpy( name, bspName );
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strcpy( name, bspName );
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StripExtension( name );
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StripExtension( name );
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strcat( name, ".ase" );
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strcat( name, ".obj" );
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Sys_Printf( "writing %s\n", name );
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Sys_Printf( "writing %s\n", name );
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strcpy( mtlname, bspName );
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StripExtension( mtlname );
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strcat( mtlname, ".mtl" );
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Sys_Printf( "writing %s\n", mtlname );
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ExtractFileBase( bspName, base );
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ExtractFileBase( bspName, base );
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strcat( base, ".bsp" );
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strcat( base, ".bsp" );
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@ -316,6 +320,9 @@ int ConvertBSPToASE( char *bspName )
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f = fopen( name, "wb" );
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f = fopen( name, "wb" );
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if( f == NULL )
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if( f == NULL )
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Error( "Open failed on %s\n", name );
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Error( "Open failed on %s\n", name );
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fmtl = fopen( mtlname, "wb" );
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if( fmtl == NULL )
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Error( "Open failed on %s\n", mtlname );
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/* print header */
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/* print header */
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fprintf( f, "*3DSMAX_ASCIIEXPORT\t200\r\n" );
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fprintf( f, "*3DSMAX_ASCIIEXPORT\t200\r\n" );
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@ -336,7 +343,7 @@ int ConvertBSPToASE( char *bspName )
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for( i = 0; i < numBSPShaders; i++ )
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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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shader = &bspShaders[ i ];
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ConvertShader( f, shader, i );
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ConvertShaderToMTL( fmtl, shader, i );
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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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@ -364,11 +371,12 @@ int ConvertBSPToASE( char *bspName )
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GetVectorForKey( e, "origin", origin );
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GetVectorForKey( e, "origin", origin );
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/* convert model */
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/* convert model */
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ConvertModel( f, model, modelNum, origin );
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ConvertModelToOBJ( f, model, modelNum, origin );
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}
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}
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/* close the file and return */
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/* close the file and return */
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fclose( f );
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fclose( f );
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fclose( fmtl );
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/* return to sender */
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/* return to sender */
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return 0;
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return 0;
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