netradiant-custom/tools/mbspc
Garux eb70faddc8 use standard C bool type:
get rid of qfalse, qtrue aliases everywhere
replace qboolean in q3map2, q3data
redefine qboolean type in q2 tools, mbspc
2020-02-03 01:15:30 +03:00
..
botlib use standard C bool type: 2020-02-03 01:15:30 +03:00
mbspc use standard C bool type: 2020-02-03 01:15:30 +03:00
qcommon use standard C bool type: 2020-02-03 01:15:30 +03:00
Makefile apply mbspc changes 2019-02-10 01:36:18 +03:00
mbspc.html mbspc: add -bsp2map220 switch, writting map in Valve 220 format with correct textures alignment for Quake 1/2, SiN and Half-Life BSPs 2019-02-11 18:25:50 +03:00
README apply mbspc changes 2019-02-10 01:36:18 +03:00

MBSPC - modified BSPC utility
*****************************

Copyright (C) 2012 Laszlo Menczel (laszlo.menczel@gmail.com)

Original version: Copyright (C) id Software

This is an enhanced version of the BSPC utility. It is based on version
2.1h of the source code.

Restored features:

1. Restored the capability of decompiling a BSP file to an editable MAP
file

3. Restored the capability of updating the entity list in a BSP file
using entity definitions from a text file.

New features:

1. When MBSPC is used for converting BSP files to MAP files, the correct
texture name is written for every brush side (but see Note 1.).
  
2. Added a new switch '-entlist'. This will produce a list of entity
definitions from a BSP file in an editable ASCII text file.

3. Added a new switch '-texinfo'. If you specify this switch, MBSPC writes
a simple ASCII text file (extension '.txi') containing the list of textures
and models (i.e. all shaders) used by in the BSP file specified.

Note 1.
-------
This new feature works only with Q3A BSP files (at present).

Texture alignment info (shift, scale, rotation) is not written to the
MAP file produced. It is not trivial to obtain this info from the BSP, and
I did not need it when I coded this modification, sorry. If you need this
functionality, add the necessary code.