converts a bsp drawsurface to an ase chunk
*/
+int numLightmapsASE = 0;
static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin )
{
int i, v, face, a, b, c;
fprintf( f, "\t*PROP_MOTIONBLUR\t0\r\n" );
fprintf( f, "\t*PROP_CASTSHADOW\t1\r\n" );
fprintf( f, "\t*PROP_RECVSHADOW\t1\r\n" );
- fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->shaderNum );
+ if(lightmapsAsTexcoord)
+ {
+ if(ds->lightmapNum[0] >= 0 && ds->lightmapNum[0] + deluxemap < numLightmapsASE)
+ fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->lightmapNum[0] + deluxemap );
+ else
+ Sys_Printf( "WARNING: lightmap %d out of range, not exporting\n", ds->lightmapNum[0] + deluxemap );
+ }
+ else
+ fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->shaderNum );
fprintf( f, "}\r\n" );
}
fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" );
fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" );
fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" );
- fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename );
+ if(shadersAsBitmap)
+ fprintf( f, "\t\t\t*BITMAP\t\"%s\"\r\n", shader->shader );
+ else
+ fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename );
fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );
fprintf( f, "\t\t}\r\n" );
fprintf( f, "\t}\r\n" );
}
+static void ConvertLightmap( FILE *f, const char *base, int lightmapNum )
+{
+ /* print shader info */
+ fprintf( f, "\t*MATERIAL\t%d\t{\r\n", lightmapNum );
+ fprintf( f, "\t\t*MATERIAL_NAME\t\"lm_%04d\"\r\n", lightmapNum );
+ fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" );
+ fprintf( f, "\t\t*MATERIAL_DIFFUSE\t1\t1\t1\r\n");
+ fprintf( f, "\t\t*MATERIAL_SHADING Phong\r\n" );
+
+ /* print map info */
+ if(lightmapNum >= 0)
+ {
+ fprintf( f, "\t\t*MAP_DIFFUSE\t{\r\n" );
+ fprintf( f, "\t\t\t*MAP_NAME\t\"lm_%04d\"\r\n", lightmapNum );
+ fprintf( f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n");
+ fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" );
+ fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" );
+ fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" );
+ fprintf( f, "\t\t\t*BITMAP\t\"%s\\lm_%04d.tga\"\r\n", base, lightmapNum );
+ fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );
+ fprintf( f, "\t\t}\r\n" );
+ }
+
+ fprintf( f, "\t}\r\n" );
+}
entity_t *e;
vec3_t origin;
const char *key;
- char name[ 1024 ], base[ 1024 ];
+ char name[ 1024 ], base[ 1024 ], dirname[ 1024 ];
/* note it */
Sys_Printf( "--- Convert BSP to ASE ---\n" );
/* create the ase filename from the bsp name */
+ strcpy( dirname, bspName );
+ StripExtension( dirname );
strcpy( name, bspName );
StripExtension( name );
strcat( name, ".ase" );
Sys_Printf( "writing %s\n", name );
ExtractFileBase( bspName, base );
- strcat( base, ".bsp" );
/* open it */
f = fopen( name, "wb" );
fprintf( f, "*3DSMAX_ASCIIEXPORT\t200\r\n" );
fprintf( f, "*COMMENT\t\"Generated by Q3Map2 (ydnar) -convert -format ase\"\r\n" );
fprintf( f, "*SCENE\t{\r\n" );
- fprintf( f, "\t*SCENE_FILENAME\t\"%s\"\r\n", base );
+ fprintf( f, "\t*SCENE_FILENAME\t\"%s.bsp\"\r\n", base );
fprintf( f, "\t*SCENE_FIRSTFRAME\t0\r\n" );
fprintf( f, "\t*SCENE_LASTFRAME\t100\r\n" );
fprintf( f, "\t*SCENE_FRAMESPEED\t30\r\n" );
/* print materials */
fprintf( f, "*MATERIAL_LIST\t{\r\n" );
- fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders );
- for( i = 0; i < numBSPShaders; i++ )
+ if(lightmapsAsTexcoord)
{
- shader = &bspShaders[ i ];
- ConvertShader( f, shader, i );
+ int lightmapCount;
+ for( lightmapCount = 0; lightmapCount < numBSPLightmaps; lightmapCount++ )
+ ;
+ for( ; ; lightmapCount++ )
+ {
+ char buf[1024];
+ FILE *tmp;
+ snprintf(buf, sizeof(buf), "%s/lm_%04d.tga", dirname, lightmapCount);
+ buf[sizeof(buf) - 1] = 0;
+ tmp = fopen(buf, "rb");
+ if(!tmp)
+ break;
+ fclose(tmp);
+ }
+ fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", lightmapCount );
+ for( i = 0; i < lightmapCount; i++ )
+ ConvertLightmap( f, base, i );
+ numLightmapsASE = lightmapCount;
+ }
+ else
+ {
+ fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders );
+ for( i = 0; i < numBSPShaders; i++ )
+ {
+ shader = &bspShaders[ i ];
+ ConvertShader( f, shader, i );
+ }
}
fprintf( f, "}\r\n" );