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