]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
Fix bad memory overrun bug in R_Shadow_PrepareLights_AddSceneLight - it was not multi...
[xonotic/darkplaces.git] / model_brush.c
index 9f8d70e122c09f70934d03f78c266caef0a3e5e8..21838fb0ca70335b795093523f2c914e7d63843b 100644 (file)
@@ -42,6 +42,7 @@ cvar_t r_trippy = {0, "r_trippy", "0", "easter egg"};
 cvar_t r_fxaa = {CVAR_SAVE, "r_fxaa", "0", "fast approximate anti aliasing"};
 cvar_t mod_noshader_default_offsetmapping = {CVAR_SAVE, "mod_noshader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces that are not using q3 shader files"};
 cvar_t mod_obj_orientation = {0, "mod_obj_orientation", "1", "fix orientation of OBJ models to the usual conventions (if zero, use coordinates as is)"};
+cvar_t mod_q2bsp_littransparentsurfaces = {0, "mod_q2bsp_littransparentsurfaces", "0", "allows lighting on rain in 3v3gloom3 and other cases of transparent surfaces that have lightmaps that were ignored by quake2"};
 cvar_t mod_q3bsp_curves_collisions = {0, "mod_q3bsp_curves_collisions", "1", "enables collisions with curves (SLOW)"};
 cvar_t mod_q3bsp_curves_collisions_stride = {0, "mod_q3bsp_curves_collisions_stride", "16", "collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)"};
 cvar_t mod_q3bsp_curves_stride = {0, "mod_q3bsp_curves_stride", "16", "particle effect collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)"};
@@ -89,6 +90,7 @@ void Mod_BrushInit(void)
        Cvar_RegisterVariable(&r_fxaa);
        Cvar_RegisterVariable(&mod_noshader_default_offsetmapping);
        Cvar_RegisterVariable(&mod_obj_orientation);
+       Cvar_RegisterVariable(&mod_q2bsp_littransparentsurfaces);
        Cvar_RegisterVariable(&mod_q3bsp_curves_collisions);
        Cvar_RegisterVariable(&mod_q3bsp_curves_collisions_stride);
        Cvar_RegisterVariable(&mod_q3bsp_curves_stride);
@@ -1620,7 +1622,7 @@ static void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int
 static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
 {
        int i, j, k, num, max, altmax, mtwidth, mtheight, doffset, incomplete, nummiptex = 0;
-       skinframe_t *skinframe;
+       skinframe_t *skinframemissing;
        texture_t *tx, *tx2, *anims[10], *altanims[10];
        texture_t backuptex;
        unsigned char *data, *mtdata;
@@ -1651,9 +1653,9 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
 
        // fill out all slots with notexture
        if (cls.state != ca_dedicated)
-               skinframe = R_SkinFrame_LoadMissing();
+               skinframemissing = R_SkinFrame_LoadMissing();
        else
-               skinframe = NULL;
+               skinframemissing = NULL;
        for (i = 0, tx = loadmodel->data_textures;i < loadmodel->num_textures;i++, tx++)
        {
                strlcpy(tx->name, "NO TEXTURE FOUND", sizeof(tx->name));
@@ -1662,10 +1664,8 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
                tx->basealpha = 1.0f;
                if (cls.state != ca_dedicated)
                {
-                       tx->numskinframes = 1;
-                       tx->skinframerate = 1;
-                       tx->skinframes[0] = skinframe;
-                       tx->currentskinframe = tx->skinframes[0];
+                       tx->materialshaderpass = tx->shaderpasses[0] = Mod_CreateShaderPass(skinframemissing);
+                       tx->currentskinframe = skinframemissing;
                }
                tx->basematerialflags = MATERIALFLAG_WALL;
                if (i == loadmodel->num_textures - 1)
@@ -1825,7 +1825,7 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
                        }
                        else
                        {
-                               skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va(vabuf, sizeof(vabuf), "textures/%s/%s", mapname, tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false);
+                               skinframe_t *skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va(vabuf, sizeof(vabuf), "textures/%s/%s", mapname, tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false);
                                if (!skinframe)
                                        skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va(vabuf, sizeof(vabuf), "textures/%s", tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false);
                                if (skinframe)
@@ -1854,15 +1854,15 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
                                        else if (mtdata) // texture included
                                                skinframe = R_SkinFrame_LoadInternalQuake(tx->name, TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP, false, r_fullbrights.integer, mtdata, tx->width, tx->height);
                                }
-                               // if skinframe is still NULL the "missing" texture will be used
+                               // if skinframe is still NULL the "missing" texture has already been assigned to this
                                if (skinframe)
-                                       tx->skinframes[0] = skinframe;
+                                       tx->materialshaderpass->skinframes[0] = skinframe;
                        }
                        // LordHavoc: some Tenebrae textures get replaced by black
                        if (!strncmp(tx->name, "*glassmirror", 12)) // Tenebrae
-                               tx->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_MIPMAP | TEXF_ALPHA, zerotrans, 1, 1, false);
+                               tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_MIPMAP | TEXF_ALPHA, zerotrans, 1, 1, false);
                        else if (!strncmp(tx->name, "mirror", 6)) // Tenebrae
-                               tx->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, 0, zeroopaque, 1, 1, false);
+                               tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, 0, zeroopaque, 1, 1, false);
                }
 
                tx->basematerialflags = MATERIALFLAG_WALL;
@@ -1877,9 +1877,13 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
                                tx->basematerialflags |= MATERIALFLAG_WATERSCROLL | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
                        else
                                tx->basematerialflags |= MATERIALFLAG_WATERSCROLL | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATERSHADER;
-                       if (tx->skinframes[0] && tx->skinframes[0]->hasalpha)
+                       if (tx->materialshaderpass->skinframes[0]->hasalpha)
                                tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
                }
+               else if (tx->name[0] == '{') // fence textures
+               {
+                       tx->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
+               }
                else if (!strncmp(tx->name, "mirror", 6)) // Tenebrae
                {
                        // replace the texture with black
@@ -1889,12 +1893,12 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
                        tx->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
                else if (!strcmp(tx->name, "caulk"))
                        tx->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
-               else if (tx->skinframes[0] && tx->skinframes[0]->hasalpha)
+               else if (tx->materialshaderpass->skinframes[0]->hasalpha)
                        tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
 
                // start out with no animation
                tx->currentframe = tx;
-               tx->currentskinframe = tx->skinframes[0];
+               tx->currentskinframe = tx->materialshaderpass->skinframes[0];
                tx->currentmaterialflags = tx->basematerialflags;
        }
 
@@ -1904,6 +1908,12 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
                tx = loadmodel->data_textures + i;
                if (!tx || tx->name[0] != '+' || tx->name[1] == 0 || tx->name[2] == 0)
                        continue;
+               num = tx->name[1];
+               if ((num < '0' || num > '9') && (num < 'a' || num > 'j'))
+               {
+                       Con_Printf("Bad animating texture %s\n", tx->name);
+                       continue;
+               }
                if (tx->anim_total[0] || tx->anim_total[1])
                        continue;       // already sequenced
 
@@ -1922,8 +1932,7 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
                                anims[num - '0'] = tx2;
                        else if (num >= 'a' && num <= 'j')
                                altanims[num - 'a'] = tx2;
-                       else
-                               Con_Printf("Bad animating texture %s\n", tx->name);
+                       // No need to warn otherwise - we already did above.
                }
 
                max = altmax = 0;
@@ -1956,6 +1965,12 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
                if (incomplete)
                        continue;
 
+               // If we have exactly one frame, something's wrong.
+               if (max + altmax <= 1)
+               {
+                       Con_Printf("Texture %s is animated (leading +) but has only one frame\n", tx->name);
+               }
+
                if (altmax < 1)
                {
                        // if there is no alternate animation, duplicate the primary
@@ -1965,6 +1980,18 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
                                altanims[k] = anims[k];
                }
 
+               if (max < 1)
+               {
+                       // Warn.
+                       Con_Printf("Missing frame 0 of %s\n", tx->name);
+
+                       // however, we can handle this by duplicating the alternate animation into the primary
+                       max = altmax;
+                       for (k = 0;k < 10;k++)
+                               anims[k] = altanims[k];
+               }
+
+
                // link together the primary animation
                for (j = 0;j < max;j++)
                {
@@ -2129,7 +2156,7 @@ static void Mod_Q1BSP_ParseWadsFromEntityLump(const char *data)
                                for (i = 0;i < (int)sizeof(value);i++)
                                        if (value[i] != ';' && value[i] != '\\' && value[i] != '/' && value[i] != ':')
                                                break;
-                               if (value[i])
+                               if (i < (int)sizeof(value) && value[i])
                                {
                                        for (;i < (int)sizeof(value);i++)
                                        {
@@ -2658,10 +2685,10 @@ static void Mod_Q1BSP_LoadFaces(sizebuf_t *sb)
                int stainmapsize = 0;
                mod_alloclightmap_state_t allocState;
 
-               Mod_AllocLightmap_Init(&allocState, lightmapsize, lightmapsize);
+               Mod_AllocLightmap_Init(&allocState, loadmodel->mempool, lightmapsize, lightmapsize);
                for (surfacenum = 0, surface = loadmodel->data_surfaces;surfacenum < count;surfacenum++, surface++)
                {
-                       int i, iu, iv, lightmapx = 0, lightmapy = 0;
+                       int iu, iv, lightmapx = 0, lightmapy = 0;
                        float u, v, ubase, vbase, uscale, vscale;
 
                        if (!loadmodel->brushq1.lightmapupdateflags[surfacenum])
@@ -4236,7 +4263,7 @@ static void Mod_Q2BSP_LoadNodes(sizebuf_t *sb)
                out->numsurfaces = (unsigned short)MSG_ReadLittleShort(sb);
                if (out->firstsurface + out->numsurfaces > (unsigned int)loadmodel->num_surfaces)
                {
-                       Con_Printf("Mod_Q2BSP_LoadNodes: invalid surface index range %i+%i (file has only %i surfaces)\n", p, out->firstsurface, out->numsurfaces, loadmodel->num_surfaces);
+                       Con_Printf("Mod_Q2BSP_LoadNodes: invalid surface index range %i+%i (file has only %i surfaces)\n", out->firstsurface, out->numsurfaces, loadmodel->num_surfaces);
                        out->firstsurface = 0;
                        out->numsurfaces = 0;
                }
@@ -4276,7 +4303,7 @@ static void Mod_Q2BSP_LoadNodes(sizebuf_t *sb)
 static void Mod_Q2BSP_LoadTexinfo(sizebuf_t *sb)
 {
        mtexinfo_t *out;
-       int i, j, k, l, count;
+       int i, l, count;
        int structsize = 76;
        int maxtextures = 1024; // hardcoded limit of quake2 engine, so we may as well use it as an upper bound
        char filename[MAX_QPATH];
@@ -4292,6 +4319,7 @@ static void Mod_Q2BSP_LoadTexinfo(sizebuf_t *sb)
 
        for (i = 0;i < count;i++, out++)
        {
+               int j, k;
                for (k = 0;k < 2;k++)
                        for (j = 0;j < 4;j++)
                                out->vecs[k][j] = MSG_ReadLittleFloat(sb);
@@ -4305,7 +4333,9 @@ static void Mod_Q2BSP_LoadTexinfo(sizebuf_t *sb)
                // find an existing match for the texture if possible
                dpsnprintf(filename, sizeof(filename), "textures/%s.wal", out->q2texture);
                for (j = 0;j < loadmodel->num_texturesperskin;j++)
-                       if (!strcmp(filename, loadmodel->data_textures[j].name) && out->q2flags == loadmodel->data_textures[j].q2flags)
+                       if (!strcmp(filename, loadmodel->data_textures[j].name)
+                        && out->q2flags == loadmodel->data_textures[j].q2flags
+                        && out->q2value == loadmodel->data_textures[j].q2value)
                                break;
                // if we don't find the texture, store the new texture
                if (j == loadmodel->num_texturesperskin)
@@ -4316,19 +4346,24 @@ static void Mod_Q2BSP_LoadTexinfo(sizebuf_t *sb)
                                int q2flags = out->q2flags;
                                unsigned char *walfile = NULL;
                                fs_offset_t walfilesize = 0;
-                               Mod_LoadTextureFromQ3Shader(tx, filename, true, true, TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS);
+                               Mod_LoadTextureFromQ3Shader(tx, filename, true, true, TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS);
                                // now read the .wal file to get metadata (even if a .tga was overriding it, we still need the wal data)
                                walfile = FS_LoadFile(filename, tempmempool, true, &walfilesize);
                                if (walfile)
                                {
                                        int w, h;
-                                       char q2animname32c[32];
-                                       LoadWAL_GetMetadata(walfile, (int)walfilesize, &w, &h, &q2flags, &tx->q2value, &tx->q2contents, q2animname32c);
+                                       LoadWAL_GetMetadata(walfile, (int)walfilesize, &w, &h, NULL, NULL, &tx->q2contents, NULL);
                                        tx->width = w;
                                        tx->height = h;
-                                       tx->q2flags = q2flags;
                                        Mem_Free(walfile);
                                }
+                               else
+                               {
+                                       tx->width = 16;
+                                       tx->height = 16;
+                               }
+                               tx->q2flags = out->q2flags;
+                               tx->q2value = out->q2value;
                                // also modify the texture to have the correct contents and such based on flags
                                // note that we create multiple texture_t structures if q2flags differs
                                if (q2flags & Q2SURF_LIGHT)
@@ -4361,7 +4396,7 @@ static void Mod_Q2BSP_LoadTexinfo(sizebuf_t *sb)
                                if (q2flags & Q2SURF_TRANS33)
                                {
                                        tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED;
-                                       tx->basealpha = 0.3333f;
+                                       tx->basealpha = 1.0f / 3.0f;
                                        tx->supercontents &= ~SUPERCONTENTS_OPAQUE;
                                        if (tx->q2contents & Q2CONTENTS_SOLID)
                                                tx->q2contents = (tx->q2contents & ~Q2CONTENTS_SOLID) | Q2CONTENTS_WINDOW;
@@ -4369,16 +4404,29 @@ static void Mod_Q2BSP_LoadTexinfo(sizebuf_t *sb)
                                if (q2flags & Q2SURF_TRANS66)
                                {
                                        tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED;
-                                       tx->basealpha = 0.6667f;
+                                       tx->basealpha = 2.0f / 3.0f;
                                        tx->supercontents &= ~SUPERCONTENTS_OPAQUE;
                                        if (tx->q2contents & Q2CONTENTS_SOLID)
                                                tx->q2contents = (tx->q2contents & ~Q2CONTENTS_SOLID) | Q2CONTENTS_WINDOW;
                                }
                                if (q2flags & Q2SURF_FLOWING)
                                {
-                                       tx->tcmods[0].tcmod = Q3TCMOD_SCROLL;
-                                       tx->tcmods[0].parms[0] = -1.6f;
-                                       tx->tcmods[0].parms[1] = 0.0f;
+                                       tx->materialshaderpass->tcmods[0].tcmod = Q3TCMOD_SCROLL;
+                                       if (q2flags & Q2SURF_WARP)
+                                               tx->materialshaderpass->tcmods[0].parms[0] = -0.5f;
+                                       else
+                                               tx->materialshaderpass->tcmods[0].parms[0] = -1.6f;
+                                       tx->materialshaderpass->tcmods[0].parms[1] = 0.0f;
+                               }
+                               if (q2flags & Q2SURF_ALPHATEST)
+                               {
+                                       // KMQUAKE2 and other modded engines added this flag for lit alpha tested surfaces
+                                       tx->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
+                               }
+                               else if (q2flags & (Q2SURF_TRANS33 | Q2SURF_TRANS66 | Q2SURF_WARP))
+                               {
+                                       if (!mod_q2bsp_littransparentsurfaces.integer)
+                                               tx->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
                                }
                                if (q2flags & Q2SURF_NODRAW)
                                {
@@ -4393,7 +4441,7 @@ static void Mod_Q2BSP_LoadTexinfo(sizebuf_t *sb)
                                tx->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(loadmodel, tx->q2contents);
                                // set the current values to the base values
                                tx->currentframe = tx;
-                               tx->currentskinframe = tx->skinframes[0];
+                               tx->currentskinframe = tx->materialshaderpass->skinframes[0];
                                tx->currentmaterialflags = tx->basematerialflags;
                                loadmodel->num_texturesperskin++;
                                loadmodel->num_textures = loadmodel->num_texturesperskin;
@@ -4415,8 +4463,9 @@ static void Mod_Q2BSP_LoadTexinfo(sizebuf_t *sb)
        // if we encounter the textures out of order, the later ones won't mark the earlier ones in a sequence, so the earlier 
        for (i = 0, out = loadmodel->brushq1.texinfo;i < count;i++, out++)
        {
-               int j = i;
+               int j, k;
                texture_t *t = loadmodel->data_textures + out->textureindex;
+               t->currentframe = t; // fix the reallocated pointer
 
                // if this is not animated, skip it
                // if this is already processed, skip it (part of an existing sequence)
@@ -4590,6 +4639,9 @@ static void Mod_Q2BSP_LoadBrushes(sizebuf_t *sb)
        int i, j, firstside, numsides, contents, count, maxplanes, q3surfaceflags, supercontents;
        colplanef_t *planes;
        int structsize = 12;
+       qboolean brushmissingtextures;
+       int numbrushesmissingtextures = 0;
+       int numcreatedtextures = 0;
 
        if (sb->cursize % structsize)
                Host_Error("Mod_Q2BSP_LoadBrushes: funny lump size in %s",loadmodel->name);
@@ -4602,7 +4654,7 @@ static void Mod_Q2BSP_LoadBrushes(sizebuf_t *sb)
        maxplanes = 0;
        planes = NULL;
 
-       for (i = 0;i < count;i++, out++)
+       for (i = 0; i < count; i++, out++)
        {
                firstside = MSG_ReadLittleLong(sb);
                numsides = MSG_ReadLittleLong(sb);
@@ -4612,11 +4664,49 @@ static void Mod_Q2BSP_LoadBrushes(sizebuf_t *sb)
 
                out->firstbrushside = loadmodel->brush.data_brushsides + firstside;
                out->numbrushsides = numsides;
-               // not really the same...  we should store the q2 contents
-               out->texture = out->firstbrushside->texture;
                // convert the contents to our values
                supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(loadmodel, contents);
 
+               // problem: q2bsp brushes have contents but not a texture
+               // problem: q2bsp brushsides *may* have a texture or may not
+               // problem: all brushsides and brushes must have a texture for trace_hittexture functionality to work, and the collision code is engineered around this assumption
+               // solution: nasty hacks
+               brushmissingtextures = false;
+               out->texture = NULL;
+               for (j = 0; j < out->numbrushsides; j++)
+               {
+                       if (out->firstbrushside[j].texture == &mod_q1bsp_texture_solid)
+                               brushmissingtextures = true;
+                       else
+                       {
+                               // if we can find a matching texture on a brush side we can use it instead of creating one
+                               if (out->firstbrushside[j].texture->supercontents == supercontents)
+                                       out->texture = out->firstbrushside[j].texture;
+                       }
+               }
+               if (brushmissingtextures || out->texture == NULL)
+               {
+                       numbrushesmissingtextures++;
+                       // if we didn't find any appropriate texture (matching contents), we'll have to create one
+                       // we could search earlier ones for a matching one but that can be slow
+                       if (out->texture == NULL)
+                       {
+                               texture_t *validtexture;
+                               validtexture = (texture_t *)Mem_Alloc(loadmodel->mempool, sizeof(texture_t));
+                               dpsnprintf(validtexture->name, sizeof(validtexture->name), "brushcollision%i", numcreatedtextures);
+                               validtexture->surfaceflags = 0;
+                               validtexture->supercontents = supercontents;
+                               numcreatedtextures++;
+                               out->texture = validtexture;
+                       }
+                       // out->texture now contains a texture with appropriate contents, copy onto any missing sides
+                       for (j = 0; j < out->numbrushsides; j++)
+                               if (out->firstbrushside[j].texture == &mod_q1bsp_texture_solid)
+                                       out->firstbrushside[j].texture = out->texture;
+               }
+
+               // make a colbrush from the brush
+               q3surfaceflags = 0;
                // make a list of mplane_t structs to construct a colbrush from
                if (maxplanes < out->numbrushsides)
                {
@@ -4625,7 +4715,6 @@ static void Mod_Q2BSP_LoadBrushes(sizebuf_t *sb)
                                Mem_Free(planes);
                        planes = (colplanef_t *)Mem_Alloc(tempmempool, sizeof(colplanef_t) * maxplanes);
                }
-               q3surfaceflags = 0;
                for (j = 0;j < out->numbrushsides;j++)
                {
                        VectorCopy(out->firstbrushside[j].plane->normal, planes[j].normal);
@@ -4633,10 +4722,7 @@ static void Mod_Q2BSP_LoadBrushes(sizebuf_t *sb)
                        planes[j].q3surfaceflags = out->firstbrushside[j].texture->surfaceflags;
                        planes[j].texture = out->firstbrushside[j].texture;
                        q3surfaceflags |= planes[j].q3surfaceflags;
-                       // LordHavoc: kind of a mean hack here, but we want the surfaces to have the brush contents
-                       out->firstbrushside[j].texture->supercontents = supercontents;
                }
-               // make the colbrush from the planes
                out->colbrushf = Collision_NewBrushFromPlanes(loadmodel->mempool, out->numbrushsides, planes, out->texture->supercontents, q3surfaceflags, out->texture, true);
 
                // this whole loop can take a while (e.g. on redstarrepublic4)
@@ -4644,6 +4730,8 @@ static void Mod_Q2BSP_LoadBrushes(sizebuf_t *sb)
        }
        if (planes)
                Mem_Free(planes);
+       if (numcreatedtextures)
+               Con_DPrintf("Mod_Q2BSP_LoadBrushes: %i brushes own sides that lack textures or have differing contents from the brush, %i textures have been created to describe these contents.\n", numbrushesmissingtextures, numcreatedtextures);
 }
 
 static void Mod_Q2BSP_LoadPOP(sizebuf_t *sb)
@@ -5126,10 +5214,9 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
 
        for (i = 0;i < count;i++)
        {
-               strlcpy (out[i].name, in[i].name, sizeof (out[i].name));
                out[i].surfaceflags = LittleLong(in[i].surfaceflags);
                out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in[i].contents));
-               Mod_LoadTextureFromQ3Shader(out + i, out[i].name, true, true, TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS);
+               Mod_LoadTextureFromQ3Shader(out + i, in[i].name, true, true, TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS);
                // restore the surfaceflags and supercontents
                out[i].surfaceflags = LittleLong(in[i].surfaceflags);
                out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in[i].contents));
@@ -8000,9 +8087,9 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        int maxvn = 0, numvn = 1;
        char *texturenames = NULL;
        float dist, modelradius, modelyawradius, yawradius;
-       float *v = NULL;
-       float *vt = NULL;
-       float *vn = NULL;
+       float *obj_v = NULL;
+       float *obj_vt = NULL;
+       float *obj_vn = NULL;
        float mins[3];
        float maxs[3];
        float corner[3];
@@ -8016,7 +8103,7 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        skinfile_t *skinfiles = NULL;
        unsigned char *data = NULL;
        int *submodelfirstsurface;
-       msurface_t *surface;
+       msurface_t *tempsurface;
        msurface_t *tempsurfaces;
 
        memset(&vfirst, 0, sizeof(vfirst));
@@ -8122,19 +8209,19 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        if (maxv <= numv)
                        {
                                maxv = max(maxv * 2, 1024);
-                               v = (float *)Mem_Realloc(tempmempool, v, maxv * sizeof(float[3]));
+                               obj_v = (float *)Mem_Realloc(tempmempool, obj_v, maxv * sizeof(float[3]));
                        }
                        if(mod_obj_orientation.integer)
                        {
-                               v[numv*3+0] = atof(argv[1]);
-                               v[numv*3+2] = atof(argv[2]);
-                               v[numv*3+1] = atof(argv[3]);
+                               obj_v[numv*3+0] = atof(argv[1]);
+                               obj_v[numv*3+2] = atof(argv[2]);
+                               obj_v[numv*3+1] = atof(argv[3]);
                        }
                        else
                        {
-                               v[numv*3+0] = atof(argv[1]);
-                               v[numv*3+1] = atof(argv[2]);
-                               v[numv*3+2] = atof(argv[3]);
+                               obj_v[numv*3+0] = atof(argv[1]);
+                               obj_v[numv*3+1] = atof(argv[2]);
+                               obj_v[numv*3+2] = atof(argv[3]);
                        }
                        numv++;
                }
@@ -8143,10 +8230,10 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        if (maxvt <= numvt)
                        {
                                maxvt = max(maxvt * 2, 1024);
-                               vt = (float *)Mem_Realloc(tempmempool, vt, maxvt * sizeof(float[2]));
+                               obj_vt = (float *)Mem_Realloc(tempmempool, obj_vt, maxvt * sizeof(float[2]));
                        }
-                       vt[numvt*2+0] = atof(argv[1]);
-                       vt[numvt*2+1] = 1-atof(argv[2]);
+                       obj_vt[numvt*2+0] = atof(argv[1]);
+                       obj_vt[numvt*2+1] = 1-atof(argv[2]);
                        numvt++;
                }
                else if (!strcmp(argv[0], "vn"))
@@ -8154,19 +8241,19 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        if (maxvn <= numvn)
                        {
                                maxvn = max(maxvn * 2, 1024);
-                               vn = (float *)Mem_Realloc(tempmempool, vn, maxvn * sizeof(float[3]));
+                               obj_vn = (float *)Mem_Realloc(tempmempool, obj_vn, maxvn * sizeof(float[3]));
                        }
                        if(mod_obj_orientation.integer)
                        {
-                               vn[numvn*3+0] = atof(argv[1]);
-                               vn[numvn*3+2] = atof(argv[2]);
-                               vn[numvn*3+1] = atof(argv[3]);
+                               obj_vn[numvn*3+0] = atof(argv[1]);
+                               obj_vn[numvn*3+2] = atof(argv[2]);
+                               obj_vn[numvn*3+1] = atof(argv[3]);
                        }
                        else
                        {
-                               vn[numvn*3+0] = atof(argv[1]);
-                               vn[numvn*3+1] = atof(argv[2]);
-                               vn[numvn*3+2] = atof(argv[3]);
+                               obj_vn[numvn*3+0] = atof(argv[1]);
+                               obj_vn[numvn*3+1] = atof(argv[2]);
+                               obj_vn[numvn*3+2] = atof(argv[3]);
                        }
                        numvn++;
                }
@@ -8207,12 +8294,12 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
                                vcurrent.nextindex = -1;
                                vcurrent.textureindex = textureindex;
                                vcurrent.submodelindex = submodelindex;
-                               if (v && index1 >= 0 && index1 < numv)
-                                       VectorCopy(v + 3*index1, vcurrent.v);
-                               if (vt && index2 >= 0 && index2 < numvt)
-                                       Vector2Copy(vt + 2*index2, vcurrent.vt);
-                               if (vn && index3 >= 0 && index3 < numvn)
-                                       VectorCopy(vn + 3*index3, vcurrent.vn);
+                               if (obj_v && index1 >= 0 && index1 < numv)
+                                       VectorCopy(obj_v + 3*index1, vcurrent.v);
+                               if (obj_vt && index2 >= 0 && index2 < numvt)
+                                       Vector2Copy(obj_vt + 2*index2, vcurrent.vt);
+                               if (obj_vn && index3 >= 0 && index3 < numvn)
+                                       VectorCopy(obj_vn + 3*index3, vcurrent.vn);
                                if (numtriangles == 0)
                                {
                                        VectorCopy(vcurrent.v, mins);
@@ -8316,7 +8403,7 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        // allocate storage for the worst case number of surfaces, later we resize
        tempsurfaces = (msurface_t *)Mem_Alloc(loadmodel->mempool, numtextures * loadmodel->brush.numsubmodels * sizeof(msurface_t));
        submodelfirstsurface = (int *)Mem_Alloc(loadmodel->mempool, (loadmodel->brush.numsubmodels+1) * sizeof(int));
-       surface = tempsurfaces;
+       tempsurface = tempsurfaces;
        for (submodelindex = 0;submodelindex < loadmodel->brush.numsubmodels;submodelindex++)
        {
                submodelfirstsurface[submodelindex] = loadmodel->num_surfaces;
@@ -8335,10 +8422,10 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        surfacevertices = 0;
                        surfaceelements = 0;
                        // we hack in a texture index in the surface to be fixed up later...
-                       surface->texture = (texture_t *)((size_t)textureindex);
+                       tempsurface->texture = (texture_t *)((size_t)textureindex);
                        // calculate bounds as we go
-                       VectorCopy(thisvertex->v, surface->mins);
-                       VectorCopy(thisvertex->v, surface->maxs);
+                       VectorCopy(thisvertex->v, tempsurface->mins);
+                       VectorCopy(thisvertex->v, tempsurface->maxs);
                        for (;vertexindex < numtriangles*3;vertexindex++)
                        {
                                thisvertex = vertices + vertexindex;
@@ -8347,12 +8434,12 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
                                if (thisvertex->textureindex != textureindex)
                                        continue;
                                // add vertex to surface bounds
-                               surface->mins[0] = min(surface->mins[0], thisvertex->v[0]);
-                               surface->mins[1] = min(surface->mins[1], thisvertex->v[1]);
-                               surface->mins[2] = min(surface->mins[2], thisvertex->v[2]);
-                               surface->maxs[0] = max(surface->maxs[0], thisvertex->v[0]);
-                               surface->maxs[1] = max(surface->maxs[1], thisvertex->v[1]);
-                               surface->maxs[2] = max(surface->maxs[2], thisvertex->v[2]);
+                               tempsurface->mins[0] = min(tempsurface->mins[0], thisvertex->v[0]);
+                               tempsurface->mins[1] = min(tempsurface->mins[1], thisvertex->v[1]);
+                               tempsurface->mins[2] = min(tempsurface->mins[2], thisvertex->v[2]);
+                               tempsurface->maxs[0] = max(tempsurface->maxs[0], thisvertex->v[0]);
+                               tempsurface->maxs[1] = max(tempsurface->maxs[1], thisvertex->v[1]);
+                               tempsurface->maxs[2] = max(tempsurface->maxs[2], thisvertex->v[2]);
                                // add the vertex if it is not found in the merged set, and
                                // get its index (triangle element) for the surface
                                vertexhashindex = (unsigned int)(thisvertex->v[0] * 3571 + thisvertex->v[0] * 1777 + thisvertex->v[0] * 457) % (unsigned int)vertexhashsize;
@@ -8375,13 +8462,13 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
                                surfaceelements++;
                        }
                        surfacetriangles = surfaceelements / 3;
-                       surface->num_vertices = surfacevertices;
-                       surface->num_triangles = surfacetriangles;
-                       surface->num_firstvertex = firstvertex;
-                       surface->num_firsttriangle = firsttriangle;
-                       firstvertex += surface->num_vertices;
-                       firsttriangle += surface->num_triangles;
-                       surface++;
+                       tempsurface->num_vertices = surfacevertices;
+                       tempsurface->num_triangles = surfacetriangles;
+                       tempsurface->num_firstvertex = firstvertex;
+                       tempsurface->num_firsttriangle = firsttriangle;
+                       firstvertex += tempsurface->num_vertices;
+                       firsttriangle += tempsurface->num_triangles;
+                       tempsurface++;
                        loadmodel->num_surfaces++;
                }
        }
@@ -8428,9 +8515,9 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        // free data
        Mem_Free(vertices);
        Mem_Free(texturenames);
-       Mem_Free(v);
-       Mem_Free(vt);
-       Mem_Free(vn);
+       Mem_Free(obj_v);
+       Mem_Free(obj_vt);
+       Mem_Free(obj_vn);
        Mem_Free(vertexhashtable);
        Mem_Free(vertexhashdata);
 
@@ -8520,24 +8607,24 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
                for (j = 0;j < mod->nummodelsurfaces;j++)
                {
                        const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
-                       const float *v = mod->surfmesh.data_vertex3f + 3 * surface->num_firstvertex;
+                       const float *v3f = mod->surfmesh.data_vertex3f + 3 * surface->num_firstvertex;
                        int k;
                        if (!surface->num_vertices)
                                continue;
                        if (!l)
                        {
                                l = true;
-                               VectorCopy(v, mod->normalmins);
-                               VectorCopy(v, mod->normalmaxs);
+                               VectorCopy(v3f, mod->normalmins);
+                               VectorCopy(v3f, mod->normalmaxs);
                        }
-                       for (k = 0;k < surface->num_vertices;k++, v += 3)
+                       for (k = 0;k < surface->num_vertices;k++, v3f += 3)
                        {
-                               mod->normalmins[0] = min(mod->normalmins[0], v[0]);
-                               mod->normalmins[1] = min(mod->normalmins[1], v[1]);
-                               mod->normalmins[2] = min(mod->normalmins[2], v[2]);
-                               mod->normalmaxs[0] = max(mod->normalmaxs[0], v[0]);
-                               mod->normalmaxs[1] = max(mod->normalmaxs[1], v[1]);
-                               mod->normalmaxs[2] = max(mod->normalmaxs[2], v[2]);
+                               mod->normalmins[0] = min(mod->normalmins[0], v3f[0]);
+                               mod->normalmins[1] = min(mod->normalmins[1], v3f[1]);
+                               mod->normalmins[2] = min(mod->normalmins[2], v3f[2]);
+                               mod->normalmaxs[0] = max(mod->normalmaxs[0], v3f[0]);
+                               mod->normalmaxs[1] = max(mod->normalmaxs[1], v3f[1]);
+                               mod->normalmaxs[2] = max(mod->normalmaxs[2], v3f[2]);
                        }
                }
                corner[0] = max(fabs(mod->normalmins[0]), fabs(mod->normalmaxs[0]));