]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
added collision_prefernudgedfraction cvar (defaults to 1), which should improve colli...
[xonotic/darkplaces.git] / model_brush.c
index 960c1c83ba1c957db86a920c788bdd468e4d89da..8f907bfb7198aa289bfe6f8289eae5ac325dbbc9 100644 (file)
@@ -614,6 +614,7 @@ RecursiveHullCheckTraceInfo_t;
 #define HULLCHECKSTATE_SOLID 1
 #define HULLCHECKSTATE_DONE 2
 
+extern cvar_t collision_prefernudgedfraction;
 static int Mod_Q1BSP_RecursiveHullCheck(RecursiveHullCheckTraceInfo_t *t, int num, double p1f, double p2f, double p1[3], double p2[3])
 {
        // status variables, these don't need to be saved on the stack when
@@ -768,6 +769,9 @@ loc0:
        midf = (t1 - DIST_EPSILON) / (t1 - t2);
        t->trace->fraction = bound(0, midf, 1);
 
+       if (collision_prefernudgedfraction.integer)
+               t->trace->realfraction = t->trace->fraction;
+
 #if COLLISIONPARANOID >= 3
        Con_Print("D");
 #endif
@@ -1118,7 +1122,8 @@ middle sample (the one which was requested)
 void Mod_Q1BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
 {
        Mod_Q1BSP_LightPoint_RecursiveBSPNode(model, ambientcolor, diffusecolor, diffusenormal, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, p[0], p[1], p[2] + 0.125, p[2] - 65536);
-       VectorSet(diffusenormal, 0, 0, -1);
+       // pretend lighting is coming down from above (due to lack of a lightgrid to know primary lighting direction)
+       VectorSet(diffusenormal, 0, 0, 1);
 }
 
 static void Mod_Q1BSP_DecompressVis(const unsigned char *in, const unsigned char *inend, unsigned char *out, unsigned char *outend)
@@ -1129,7 +1134,7 @@ static void Mod_Q1BSP_DecompressVis(const unsigned char *in, const unsigned char
        {
                if (in == inend)
                {
-                       Con_Printf("Mod_Q1BSP_DecompressVis: input underrun on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, out - outstart, outend - outstart);
+                       Con_Printf("Mod_Q1BSP_DecompressVis: input underrun on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, (int)(out - outstart), (int)(outend - outstart));
                        return;
                }
                c = *in++;
@@ -1139,14 +1144,14 @@ static void Mod_Q1BSP_DecompressVis(const unsigned char *in, const unsigned char
                {
                        if (in == inend)
                        {
-                               Con_Printf("Mod_Q1BSP_DecompressVis: input underrun (during zero-run) on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, out - outstart, outend - outstart);
+                               Con_Printf("Mod_Q1BSP_DecompressVis: input underrun (during zero-run) on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, (int)(out - outstart), (int)(outend - outstart));
                                return;
                        }
                        for (c = *in++;c > 0;c--)
                        {
                                if (out == outend)
                                {
-                                       Con_Printf("Mod_Q1BSP_DecompressVis: output overrun on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, out - outstart, outend - outstart);
+                                       Con_Printf("Mod_Q1BSP_DecompressVis: output overrun on model \"%s\" (decompressed %i of %i output bytes)\n", loadmodel->name, (int)(out - outstart), (int)(outend - outstart));
                                        return;
                                }
                                *out++ = 0;
@@ -1259,7 +1264,10 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                strlcpy(tx->name, "NO TEXTURE FOUND", sizeof(tx->name));
                tx->width = 16;
                tx->height = 16;
-               tx->skin.base = r_texture_notexture;
+               tx->numskinframes = 1;
+               tx->skinframerate = 1;
+               tx->currentskinframe = tx->skinframes;
+               tx->skinframes[0].base = r_texture_notexture;
                tx->basematerialflags = 0;
                if (i == loadmodel->num_textures - 1)
                {
@@ -1352,8 +1360,8 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        }
                        else
                        {
-                               if (!Mod_LoadSkinFrame(&tx->skin, gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true)
-                                && !Mod_LoadSkinFrame(&tx->skin, gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
+                               if (!Mod_LoadSkinFrame(&tx->skinframes[0], gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true)
+                                && !Mod_LoadSkinFrame(&tx->skinframes[0], gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
                                {
                                        // did not find external texture, load it from the bsp or wad3
                                        if (loadmodel->brush.ishlbsp)
@@ -1369,21 +1377,21 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                                {
                                                        tx->width = image_width;
                                                        tx->height = image_height;
-                                                       Mod_LoadSkinFrame_Internal(&tx->skin, tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, false, pixels, image_width, image_height, 32, NULL, NULL);
+                                                       Mod_LoadSkinFrame_Internal(&tx->skinframes[0], tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, false, pixels, image_width, image_height, 32, NULL, NULL);
                                                }
                                                if (freepixels)
                                                        Mem_Free(freepixels);
                                        }
                                        else if (mtdata) // texture included
-                                               Mod_LoadSkinFrame_Internal(&tx->skin, tx->name, TEXF_MIPMAP | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer, mtdata, tx->width, tx->height, 8, NULL, NULL);
+                                               Mod_LoadSkinFrame_Internal(&tx->skinframes[0], tx->name, TEXF_MIPMAP | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer, mtdata, tx->width, tx->height, 8, NULL, NULL);
                                }
                        }
-                       if (tx->skin.base == NULL)
+                       if (tx->skinframes[0].base == NULL)
                        {
                                // no texture found
                                tx->width = 16;
                                tx->height = 16;
-                               tx->skin.base = r_texture_notexture;
+                               tx->skinframes[0].base = r_texture_notexture;
                        }
                }
 
@@ -1424,7 +1432,7 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        tx->surfaceflags = mod_q1bsp_texture_solid.surfaceflags;
                        tx->basematerialflags |= MATERIALFLAG_WALL;
                }
-               if (tx->skin.fog)
+               if (tx->skinframes[0].fog)
                        tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
 
                // start out with no animation
@@ -1597,7 +1605,7 @@ static void Mod_Q1BSP_LoadLighting(lump_t *l)
                        else if (filesize == 8)
                                Con_Print("Empty .lit file, ignoring\n");
                        else
-                               Con_Printf("Corrupt .lit file (file size %i bytes, should be %i bytes), ignoring\n", filesize, 8 + l->filelen * 3);
+                               Con_Printf("Corrupt .lit file (file size %i bytes, should be %i bytes), ignoring\n", (int) filesize, (int) (8 + l->filelen * 3));
                        if (data)
                        {
                                Mem_Free(data);
@@ -2334,7 +2342,7 @@ static void Mod_Q1BSP_LoadLeafs(lump_t *l)
                out->numleafsurfaces = LittleShort(in->nummarksurfaces);
                if (out->firstleafsurface < 0 || LittleShort(in->firstmarksurface) + out->numleafsurfaces > loadmodel->brush.num_leafsurfaces)
                {
-                       Con_Printf("Mod_Q1BSP_LoadLeafs: invalid leafsurface range %i:%i outside range %i:%i\n", out->firstleafsurface, out->firstleafsurface + out->numleafsurfaces, 0, loadmodel->brush.num_leafsurfaces);
+                       Con_Printf("Mod_Q1BSP_LoadLeafs: invalid leafsurface range %i:%i outside range %i:%i\n", (int)(out->firstleafsurface - loadmodel->brush.data_leafsurfaces), (int)(out->firstleafsurface + out->numleafsurfaces - loadmodel->brush.data_leafsurfaces), 0, loadmodel->brush.num_leafsurfaces);
                        out->firstleafsurface = NULL;
                        out->numleafsurfaces = 0;
                }
@@ -3942,7 +3950,11 @@ static void Mod_Q3BSP_LoadEntities(lump_t *l)
 
 typedef struct q3shaderinfo_layer_s
 {
-       char texturename[Q3PATHLENGTH];
+       int alphatest;
+       int clampmap;
+       float framerate;
+       int numframes;
+       char texturename[TEXTURE_MAXFRAMES][Q3PATHLENGTH];
        int blendfunc[2];
        qboolean rgbgenvertex;
        qboolean alphagenvertex;
@@ -3977,7 +3989,7 @@ static void Mod_Q3BSP_LoadShaders(void)
        q3shaderinfo_t *shader;
        q3shaderinfo_layer_t *layer;
        int numparameters;
-       char parameter[4][Q3PATHLENGTH];
+       char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
        search = FS_Search("scripts/*.shader", true, false);
        if (!search)
                return;
@@ -4029,7 +4041,7 @@ static void Mod_Q3BSP_LoadShaders(void)
                                                numparameters = 0;
                                                for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
                                                {
-                                                       if (j < 4)
+                                                       if (j < TEXTURE_MAXFRAMES + 4)
                                                        {
                                                                strlcpy(parameter[j], com_token, sizeof(parameter[j]));
                                                                numparameters = j + 1;
@@ -4094,19 +4106,26 @@ static void Mod_Q3BSP_LoadShaders(void)
                                                                }
                                                        }
                                                }
-                                               if (layer == shader->layers + 0)
-                                               {
-                                                       if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
-                                                               shader->textureflags |= Q3TEXTUREFLAG_ALPHATEST;
-                                               }
+                                               if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
+                                                       layer->alphatest = true;
                                                if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
                                                {
-                                                       strlcpy(layer->texturename, parameter[1], sizeof(layer->texturename));
+                                                       if (!strcasecmp(parameter[0], "clampmap"))
+                                                               layer->clampmap = true;
+                                                       layer->numframes = 1;
+                                                       layer->framerate = 1;
+                                                       strlcpy(layer->texturename[0], parameter[1], sizeof(layer->texturename));
                                                        if (!strcasecmp(parameter[1], "$lightmap"))
                                                                shader->lighting = true;
                                                }
-                                               else if (numparameters >= 3 && !strcasecmp(parameter[0], "animmap"))
-                                                       strlcpy(layer->texturename, parameter[2], sizeof(layer->texturename));
+                                               else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
+                                               {
+                                                       int i;
+                                                       layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
+                                                       layer->framerate = atoi(parameter[1]);
+                                                       for (i = 0;i < layer->numframes;i++)
+                                                               strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename));
+                                               }
                                                else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen") && !strcasecmp(parameter[1], "vertex"))
                                                        layer->rgbgenvertex = true;
                                                else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen") && !strcasecmp(parameter[1], "vertex"))
@@ -4135,7 +4154,7 @@ static void Mod_Q3BSP_LoadShaders(void)
                                numparameters = 0;
                                for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
                                {
-                                       if (j < 4)
+                                       if (j < TEXTURE_MAXFRAMES + 4)
                                        {
                                                strlcpy(parameter[j], com_token, sizeof(parameter[j]));
                                                numparameters = j + 1;
@@ -4255,14 +4274,14 @@ static void Mod_Q3BSP_LoadShaders(void)
                        if (shader->numlayers)
                        {
                                shader->primarylayer = shader->layers + 0;
-                               if (shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
+                               if ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA) || shader->layers[1].alphatest)
                                {
                                        // terrain blending or other effects
                                        shader->backgroundlayer = shader->layers + 0;
                                        shader->primarylayer = shader->layers + 1;
                                }
                                // now see if the lightmap came first, and if so choose the second texture instead
-                               if (!strcasecmp(shader->primarylayer->texturename, "$lightmap"))
+                               if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap"))
                                        shader->primarylayer = shader->layers + 1;
                        }
                }
@@ -4329,7 +4348,7 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
                                out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_WATERALPHA;
                        else
                                out->basematerialflags |= MATERIALFLAG_WALL;
-                       if (shader->textureflags & Q3TEXTUREFLAG_ALPHATEST)
+                       if (shader->layers[0].alphatest)
                                out->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_TRANSPARENT;
                        out->customblendfunc[0] = GL_ONE;
                        out->customblendfunc[1] = GL_ZERO;
@@ -4372,9 +4391,15 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                        }
                        if (!shader->lighting)
                                out->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
-                       if (cls.state != ca_dedicated)
-                               if (shader->primarylayer && !Mod_LoadSkinFrame(&out->skin, shader->primarylayer->texturename, ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP), false, true))
-                                       Con_Printf("%s: could not load texture \"%s\" for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename, out->name);
+                       if (shader->primarylayer && cls.state != ca_dedicated)
+                       {
+                               int j;
+                               out->numskinframes = shader->primarylayer->numframes;
+                               out->skinframerate = shader->primarylayer->framerate;
+                               for (j = 0;j < shader->primarylayer->numframes;j++)
+                                       if (!Mod_LoadSkinFrame(&out->skinframes[j], shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0), false, true))
+                                               Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
+                       }
                }
                else
                {
@@ -4393,14 +4418,15 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                        //if (!strcmp(out->name, "caulk") || !strcmp(out->name, "common/caulk") || !strcmp(out->name, "textures/common/caulk")
                        // || !strcmp(out->name, "nodraw") || !strcmp(out->name, "common/nodraw") || !strcmp(out->name, "textures/common/nodraw"))
                        //      out->surfaceparms |= Q3SURFACEPARM_NODRAW;
-                       //if (R_TextureHasAlpha(out->skin.base))
+                       //if (R_TextureHasAlpha(out->skinframes[0].base))
                        //      out->surfaceparms |= Q3SURFACEPARM_TRANS;
                        if (cls.state != ca_dedicated)
-                               if (!Mod_LoadSkinFrame(&out->skin, out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
+                               if (!Mod_LoadSkinFrame(&out->skinframes[0], out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
                                        Con_Printf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name);
                }
-               // no animation
+               // init the animation variables
                out->currentframe = out;
+               out->currentskinframe = &out->skinframes[0];
        }
        if (c)
                Con_DPrintf("%s: %i textures missing shaders\n", loadmodel->name, c);
@@ -5002,7 +5028,8 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
 
        // free the no longer needed vertex data
        loadmodel->brushq3.num_vertices = 0;
-       Mem_Free(loadmodel->brushq3.data_vertex3f);
+       if (loadmodel->brushq3.data_vertex3f)
+               Mem_Free(loadmodel->brushq3.data_vertex3f);
        loadmodel->brushq3.data_vertex3f = NULL;
        loadmodel->brushq3.data_normal3f = NULL;
        loadmodel->brushq3.data_texcoordtexture2f = NULL;
@@ -5010,7 +5037,8 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
        loadmodel->brushq3.data_color4f = NULL;
        // free the no longer needed triangle data
        loadmodel->brushq3.num_triangles = 0;
-       Mem_Free(loadmodel->brushq3.data_element3i);
+       if (loadmodel->brushq3.data_element3i)
+               Mem_Free(loadmodel->brushq3.data_element3i);
        loadmodel->brushq3.data_element3i = NULL;
 }
 
@@ -5221,9 +5249,9 @@ static void Mod_Q3BSP_LoadLightGrid(lump_t *l)
        if (l->filelen)
        {
                if (l->filelen < count * (int)sizeof(*in))
-                       Host_Error("Mod_Q3BSP_LoadLightGrid: invalid lightgrid lump size %i bytes, should be %i bytes (%ix%ix%i)", l->filelen, count * sizeof(*in), loadmodel->brushq3.num_lightgrid_dimensions[0], loadmodel->brushq3.num_lightgrid_dimensions[1], loadmodel->brushq3.num_lightgrid_dimensions[2]);
+                       Host_Error("Mod_Q3BSP_LoadLightGrid: invalid lightgrid lump size %i bytes, should be %i bytes (%ix%ix%i)", l->filelen, (int)(count * sizeof(*in)), loadmodel->brushq3.num_lightgrid_dimensions[0], loadmodel->brushq3.num_lightgrid_dimensions[1], loadmodel->brushq3.num_lightgrid_dimensions[2]);
                if (l->filelen != count * (int)sizeof(*in))
-                       Con_Printf("Mod_Q3BSP_LoadLightGrid: Warning: calculated lightgrid size %i bytes does not match lump size %i", count * sizeof(*in), l->filelen);
+                       Con_Printf("Mod_Q3BSP_LoadLightGrid: Warning: calculated lightgrid size %i bytes does not match lump size %i\n", (int)(count * sizeof(*in)), l->filelen);
                out = (q3dlightgrid_t *)Mem_Alloc(loadmodel->mempool, count * sizeof(*out));
                loadmodel->brushq3.data_lightgrid = out;
                loadmodel->brushq3.num_lightgrid = count;
@@ -5264,7 +5292,7 @@ static void Mod_Q3BSP_LoadPVS(lump_t *l)
                Host_Error("Mod_Q3BSP_LoadPVS: (chainlength = %i) < ((numclusters = %i) + 7) / 8", loadmodel->brush.num_pvsclusterbytes, loadmodel->brush.num_pvsclusters);
        totalchains = loadmodel->brush.num_pvsclusterbytes * loadmodel->brush.num_pvsclusters;
        if (l->filelen < totalchains + (int)sizeof(*in))
-               Host_Error("Mod_Q3BSP_LoadPVS: lump too small ((numclusters = %i) * (chainlength = %i) + sizeof(q3dpvs_t) == %i bytes, lump is %i bytes)", loadmodel->brush.num_pvsclusters, loadmodel->brush.num_pvsclusterbytes, totalchains + sizeof(*in), l->filelen);
+               Host_Error("Mod_Q3BSP_LoadPVS: lump too small ((numclusters = %i) * (chainlength = %i) + sizeof(q3dpvs_t) == %i bytes, lump is %i bytes)", loadmodel->brush.num_pvsclusters, loadmodel->brush.num_pvsclusterbytes, (int)(totalchains + sizeof(*in)), l->filelen);
 
        loadmodel->brush.data_pvsclusters = (unsigned char *)Mem_Alloc(loadmodel->mempool, totalchains);
        memcpy(loadmodel->brush.data_pvsclusters, (unsigned char *)(in + 1), totalchains);
@@ -5273,15 +5301,20 @@ static void Mod_Q3BSP_LoadPVS(lump_t *l)
 static void Mod_Q3BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
 {
        int i, j, k, index[3];
-       float transformed[3], blend1, blend2, blend, yaw, pitch, sinpitch;
+       float transformed[3], blend1, blend2, blend, yaw, pitch, sinpitch, stylescale;
        q3dlightgrid_t *a, *s;
+
+       // scale lighting by lightstyle[0] so that darkmode in dpmod works properly
+       stylescale = r_refdef.lightstylevalue[0] * (1.0f / 264.0f);
+
        if (!model->brushq3.num_lightgrid)
        {
-               ambientcolor[0] = 1;
-               ambientcolor[1] = 1;
-               ambientcolor[2] = 1;
+               ambientcolor[0] = stylescale;
+               ambientcolor[1] = stylescale;
+               ambientcolor[2] = stylescale;
                return;
        }
+
        Matrix4x4_Transform(&model->brushq3.num_lightgrid_indexfromworld, p, transformed);
        //Matrix4x4_Print(&model->brushq3.num_lightgrid_indexfromworld);
        //Con_Printf("%f %f %f transformed %f %f %f clamped ", p[0], p[1], p[2], transformed[0], transformed[1], transformed[2]);
@@ -5292,6 +5325,7 @@ static void Mod_Q3BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientc
        index[1] = (int)floor(transformed[1]);
        index[2] = (int)floor(transformed[2]);
        //Con_Printf("%f %f %f index %i %i %i:\n", transformed[0], transformed[1], transformed[2], index[0], index[1], index[2]);
+
        // now lerp the values
        VectorClear(diffusenormal);
        a = &model->brushq3.data_lightgrid[(index[2] * model->brushq3.num_lightgrid_isize[1] + index[1]) * model->brushq3.num_lightgrid_isize[0] + index[0]];
@@ -5307,7 +5341,7 @@ static void Mod_Q3BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientc
                                continue;
                        for (i = 0;i < 2;i++)
                        {
-                               blend = blend2 * (i ? (transformed[0] - index[0]) : (1 - (transformed[0] - index[0])));
+                               blend = blend2 * (i ? (transformed[0] - index[0]) : (1 - (transformed[0] - index[0]))) * stylescale;
                                if (blend < 0.001f || index[0] + i >= model->brushq3.num_lightgrid_isize[0])
                                        continue;
                                s = a + (k * model->brushq3.num_lightgrid_isize[1] + j) * model->brushq3.num_lightgrid_isize[0] + i;
@@ -5323,6 +5357,8 @@ static void Mod_Q3BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientc
                        }
                }
        }
+
+       // normalize the light direction before turning
        VectorNormalize(diffusenormal);
        //Con_Printf("result: ambient %f %f %f diffuse %f %f %f diffusenormal %f %f %f\n", ambientcolor[0], ambientcolor[1], ambientcolor[2], diffusecolor[0], diffusecolor[1], diffusecolor[2], diffusenormal[0], diffusenormal[1], diffusenormal[2]);
 }