]> git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/convert_obj.c
More: Using Sys_FPrintf with SYS_WRN and SYS_ERR
[xonotic/netradiant.git] / tools / quake3 / q3map2 / convert_obj.c
index 04c4e9e8942fcdfcf9a8b15fbc6881be5d0dd4dc..7415eebfdf501de4ab026c240ca5d1ab724c805b 100644 (file)
@@ -1,30 +1,30 @@
 /* -------------------------------------------------------------------------------
 
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+   Copyright (C) 1999-2007 id Software, Inc. and contributors.
+   For a list of contributors, see the accompanying CONTRIBUTORS file.
 
-This file is part of GtkRadiant.
+   This file is part of GtkRadiant.
 
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
+   GtkRadiant is free software; you can redistribute it and/or modify
+   it under the terms of the GNU General Public License as published by
+   the Free Software Foundation; either version 2 of the License, or
+   (at your option) any later version.
 
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+   GtkRadiant is distributed in the hope that it will be useful,
+   but WITHOUT ANY WARRANTY; without even the implied warranty of
+   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+   GNU General Public License for more details.
 
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+   You should have received a copy of the GNU General Public License
+   along with GtkRadiant; if not, write to the Free Software
+   Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 
-----------------------------------------------------------------------------------
+   ----------------------------------------------------------------------------------
 
-This code has been altered significantly from its original form, to support
-several games based on the Quake III Arena engine, in the form of "Q3Map2."
+   This code has been altered significantly from its original form, to support
+   several games based on the Quake III Arena engine, in the form of "Q3Map2."
 
-------------------------------------------------------------------------------- */
+   ------------------------------------------------------------------------------- */
 
 
 
@@ -39,148 +39,105 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2."
 
 
 /*
-ConvertSurface()
-converts a bsp drawsurface to an obj chunk
-*/
-
-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;
-       vec3_t                  normal;
-       char                    name[ 1024 ];
-       
-       
+   ConvertSurface()
+   converts a bsp drawsurface to an obj chunk
+ */
+
+int firstLightmap = 0;
+int lastLightmap = -1;
+static void ConvertLightmapToMTL( FILE *f, const char *base, int lightmapNum );
+
+int objVertexCount = 0;
+int objLastShaderNum = -1;
+static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin ){
+       int i, v, a, b, c;
+       bspDrawVert_t   *dv;
+
        /* ignore patches for now */
-       if( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP )
+       if ( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP ) {
                return;
-       
-       /* print object header for each dsurf */
-       sprintf( name, "mat%dmodel%dsurf%d", ds->shaderNum, modelNum, surfaceNum );
-       fprintf( f, "*GEOMOBJECT\t{\r\n" );
-       fprintf( f, "\t*NODE_NAME\t\"%s\"\r\n", name );
-       fprintf( f, "\t*NODE_TM\t{\r\n" );
-       fprintf( f, "\t\t*NODE_NAME\t\"%s\"\r\n", name );
-       fprintf( f, "\t\t*INHERIT_POS\t0\t0\t0\r\n" );
-       fprintf( f, "\t\t*INHERIT_ROT\t0\t0\t0\r\n" );
-       fprintf( f, "\t\t*INHERIT_SCL\t0\t0\t0\r\n" );
-       fprintf( f, "\t\t*TM_ROW0\t1.0\t0\t0\r\n" );
-       fprintf( f, "\t\t*TM_ROW1\t0\t1.0\t0\r\n" );
-       fprintf( f, "\t\t*TM_ROW2\t0\t0\t1.0\r\n" );
-       fprintf( f, "\t\t*TM_ROW3\t0\t0\t0\r\n" );
-       fprintf( f, "\t\t*TM_POS\t%f\t%f\t%f\r\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
-       fprintf( f, "\t}\r\n" );
-       
-       /* print mesh header */
-       fprintf( f, "\t*MESH\t{\r\n" );
-       fprintf( f, "\t\t*TIMEVALUE\t0\r\n" );
-       fprintf( f, "\t\t*MESH_NUMVERTEX\t%d\r\n", ds->numVerts );
-       fprintf( f, "\t\t*MESH_NUMFACES\t%d\r\n", ds->numIndexes / 3 );
-       switch( ds->surfaceType )
-       {
-               case MST_PLANAR:
-                       fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_PLANAR\"\r\n" );
-                       break;
-               case MST_TRIANGLE_SOUP:
-                       fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_TRIANGLE_SOUP\"\r\n" );
-                       break;
-       }
-       
-       /* export vertex xyz */
-       fprintf( f, "\t\t*MESH_VERTEX_LIST\t{\r\n" );
-       for( i = 0; i < ds->numVerts; i++ )
-       {
-               v = i + ds->firstVert;
-               dv = &bspDrawVerts[ v ];
-               fprintf( f, "\t\t\t*MESH_VERTEX\t%d\t%f\t%f\t%f\r\n", i, dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ] );
        }
-       fprintf( f, "\t\t}\r\n" );
 
-       /* export vertex normals */
-       fprintf( f, "\t\t*MESH_NORMALS\t{\r\n" );
-       for( i = 0; i < ds->numIndexes; i += 3 )
+       fprintf( f, "g mat%dmodel%dsurf%d\r\n", ds->shaderNum, modelNum, surfaceNum );
+       switch ( ds->surfaceType )
        {
-               face = (i / 3);
-               a = bspDrawIndexes[ i + ds->firstIndex ];
-               b = bspDrawIndexes[ i + ds->firstIndex + 1 ];
-               c = bspDrawIndexes[ i + ds->firstIndex + 2 ];
-               VectorCopy( bspDrawVerts[ a ].normal, normal );
-               VectorAdd( normal, bspDrawVerts[ b ].normal, normal );
-               VectorAdd( normal, bspDrawVerts[ c ].normal, normal );
-               if( VectorNormalize( normal, normal ) )
-                       fprintf( f, "\t\t\t*MESH_FACENORMAL\t%d\t%f\t%f\t%f\r\n", face, normal[ 0 ], normal[ 1 ], normal[ 2 ] );
+       case MST_PLANAR:
+               fprintf( f, "# SURFACETYPE MST_PLANAR\r\n" );
+               break;
+       case MST_TRIANGLE_SOUP:
+               fprintf( f, "# SURFACETYPE MST_TRIANGLE_SOUP\r\n" );
+               break;
        }
-       for( i = 0; i < ds->numVerts; i++ )
-       {
-               v = i + ds->firstVert;
-               dv = &bspDrawVerts[ v ];
-               fprintf( f, "\t\t\t*MESH_VERTEXNORMAL\t%d\t%f\t%f\t%f\r\n", i, dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ] );
+
+       /* export shader */
+       if ( lightmapsAsTexcoord ) {
+               if ( objLastShaderNum != ds->lightmapNum[0] ) {
+                       fprintf( f, "usemtl lm_%04d\r\n", ds->lightmapNum[0] + deluxemap );
+                       objLastShaderNum = ds->lightmapNum[0] + deluxemap;
+               }
+               if ( ds->lightmapNum[0] + (int)deluxemap < firstLightmap ) {
+                       Sys_FPrintf( SYS_WRN, "WARNING: lightmap %d out of range (exporting anyway)\n", ds->lightmapNum[0] + deluxemap );
+                       firstLightmap = ds->lightmapNum[0] + deluxemap;
+               }
+               if ( ds->lightmapNum[0] > lastLightmap ) {
+                       Sys_FPrintf( SYS_WRN, "WARNING: lightmap %d out of range (exporting anyway)\n", ds->lightmapNum[0] + deluxemap );
+                       lastLightmap = ds->lightmapNum[0] + deluxemap;
+               }
        }
-       fprintf( f, "\t\t}\r\n" );
-       
-       /* export faces */
-       fprintf( f, "\t\t*MESH_FACE_LIST\t{\r\n" );
-       for( i = 0; i < ds->numIndexes; i += 3 )
+       else
        {
-               face = (i / 3);
-               a = bspDrawIndexes[ i + ds->firstIndex ];
-               c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
-               b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
-               fprintf( f, "\t\t\t*MESH_FACE\t%d\tA:\t%d\tB:\t%d\tC:\t%d\tAB:\t1\tBC:\t1\tCA:\t1\t*MESH_SMOOTHING\t0\t*MESH_MTLID\t0\r\n",
-                       face, a, b, c );
+               if ( objLastShaderNum != ds->shaderNum ) {
+                       fprintf( f, "usemtl %s\r\n", bspShaders[ds->shaderNum].shader );
+                       objLastShaderNum = ds->shaderNum;
+               }
        }
-       fprintf( f, "\t\t}\r\n" );
-       
-       /* export vertex st */
-       fprintf( f, "\t\t*MESH_NUMTVERTEX\t%d\r\n", ds->numVerts );
-       fprintf( f, "\t\t*MESH_TVERTLIST\t{\r\n" );
-       for( i = 0; i < ds->numVerts; i++ )
+
+       /* export vertex */
+       for ( i = 0; i < ds->numVerts; i++ )
        {
                v = i + ds->firstVert;
                dv = &bspDrawVerts[ v ];
-               fprintf( f, "\t\t\t*MESH_TVERT\t%d\t%f\t%f\t%f\r\n", i, dv->st[ 0 ], (1.0 - dv->st[ 1 ]), 1.0f );
+               fprintf( f, "# vertex %d\r\n", i + objVertexCount + 1 );
+               fprintf( f, "v %f %f %f\r\n", dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ] );
+               fprintf( f, "vn %f %f %f\r\n", dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ] );
+               if ( lightmapsAsTexcoord ) {
+                       fprintf( f, "vt %f %f\r\n", dv->lightmap[0][0], 1.0 - dv->lightmap[0][1] );
+               }
+               else{
+                       fprintf( f, "vt %f %f\r\n", dv->st[ 0 ], 1.0 - dv->st[ 1 ] );
+               }
        }
-       fprintf( f, "\t\t}\r\n" );
-       
-       /* export texture faces */
-       fprintf( f, "\t\t*MESH_NUMTVFACES\t%d\r\n", ds->numIndexes / 3 );
-       fprintf( f, "\t\t*MESH_TFACELIST\t{\r\n" );
-       for( i = 0; i < ds->numIndexes; i += 3 )
+
+       /* export faces */
+       for ( i = 0; i < ds->numIndexes; i += 3 )
        {
-               face = (i / 3);
                a = bspDrawIndexes[ i + ds->firstIndex ];
                c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
                b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
-               fprintf( f, "\t\t\t*MESH_TFACE\t%d\t%d\t%d\t%d\r\n", face, a, b, c );
+               fprintf( f, "f %d/%d/%d %d/%d/%d %d/%d/%d\r\n",
+                                a + objVertexCount + 1, a + objVertexCount + 1, a + objVertexCount + 1,
+                                b + objVertexCount + 1, b + objVertexCount + 1, b + objVertexCount + 1,
+                                c + objVertexCount + 1, c + objVertexCount + 1, c + objVertexCount + 1
+                                );
        }
-       fprintf( f, "\t\t}\r\n" );
-       
-       /* print mesh footer */
-       fprintf( f, "\t}\r\n" );
-
-       /* print object footer */
-       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 );
-       fprintf( f, "}\r\n" );
+
+       objVertexCount += ds->numVerts;
 }
 
 
 
 /*
-ConvertModel()
-exports a bsp model to an ase chunk
-*/
-
-static void ConvertModelToOBJ( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )
-{
-       int                                     i, s;
-       bspDrawSurface_t        *ds;
-       
-       
+   ConvertModel()
+   exports a bsp model to an ase chunk
+ */
+
+static void ConvertModelToOBJ( FILE *f, bspModel_t *model, int modelNum, vec3_t origin ){
+       int i, s;
+       bspDrawSurface_t    *ds;
+
+
        /* go through each drawsurf in the model */
-       for( i = 0; i < model->numBSPSurfaces; i++ )
+       for ( i = 0; i < model->numBSPSurfaces; i++ )
        {
                s = i + model->firstBSPSurface;
                ds = &bspDrawSurfaces[ s ];
@@ -191,119 +148,85 @@ static void ConvertModelToOBJ( FILE *f, bspModel_t *model, int modelNum, vec3_t
 
 
 /*
-ConvertShader()
-exports a bsp shader to an ase chunk
-*/
+   ConvertShader()
+   exports a bsp shader to an ase chunk
+ */
+
+static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum ){
+       shaderInfo_t    *si;
+       char filename[ 1024 ];
+
 
-/*
-       *MATERIAL 0 {
-               *MATERIAL_NAME "models/test/rock16l"
-               *MATERIAL_CLASS "Standard"
-               *MATERIAL_AMBIENT 0.5882        0.5882  0.5882
-               *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882
-               *MATERIAL_SPECULAR 0.5882       0.5882  0.5882
-               *MATERIAL_SHINE 0.0000
-               *MATERIAL_SHINESTRENGTH 0.0000
-               *MATERIAL_TRANSPARENCY 0.0000
-               *MATERIAL_WIRESIZE 1.0000
-               *MATERIAL_SHADING Phong
-               *MATERIAL_XP_FALLOFF 0.0000
-               *MATERIAL_SELFILLUM 0.0000
-               *MATERIAL_FALLOFF In
-               *MATERIAL_XP_TYPE Filter
-               *MAP_DIFFUSE {
-                       *MAP_NAME "Map #2"
-                       *MAP_CLASS "Bitmap"
-                       *MAP_SUBNO 1
-                       *MAP_AMOUNT 1.0000
-                       *BITMAP "models/test/rock16l"
-                       *MAP_TYPE Screen
-                       *UVW_U_OFFSET 0.0000
-                       *UVW_V_OFFSET 0.0000
-                       *UVW_U_TILING 1.0000
-                       *UVW_V_TILING 1.0000
-                       *UVW_ANGLE 0.0000
-                       *UVW_BLUR 1.0000
-                       *UVW_BLUR_OFFSET 0.0000
-                       *UVW_NOUSE_AMT 1.0000
-                       *UVW_NOISE_SIZE 1.0000
-                       *UVW_NOISE_LEVEL 1
-                       *UVW_NOISE_PHASE 0.0000
-                       *BITMAP_FILTER Pyramidal
-               }
-       }
-*/
-
-static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum )
-{
-       shaderInfo_t    *si;
-       char                    *c, filename[ 1024 ];
-       
-       
        /* get shader */
        si = ShaderInfoForShader( shader->shader );
-       if( si == NULL )
-       {
-               Sys_Printf( "WARNING: NULL shader in BSP\n" );
+       if ( si == NULL ) {
+               Sys_FPrintf( SYS_WRN, "WARNING: NULL shader in BSP\n" );
                return;
        }
-       
+
        /* set bitmap filename */
-       if( si->shaderImage->filename[ 0 ] != '*' )
+       if ( si->shaderImage->filename[ 0 ] != '*' ) {
                strcpy( filename, si->shaderImage->filename );
-       else
+       }
+       else{
                sprintf( filename, "%s.tga", si->shader );
-       for( c = filename; *c != '\0'; c++ )
-               if( *c == '/' )
-                       *c = '\\';
-       
+       }
+
+       /* blender hates this, so let's not do it
+          for( c = filename; *c != '\0'; c++ )
+           if( *c == '/' )
+          *c = '\\';
+        */
+
        /* print shader info */
-       fprintf( f, "\t*MATERIAL\t%d\t{\r\n", shaderNum );
-       fprintf( f, "\t\t*MATERIAL_NAME\t\"%s\"\r\n", shader->shader );
-       fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" );
-       fprintf( f, "\t\t*MATERIAL_DIFFUSE\t%f\t%f\t%f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] );
-       fprintf( f, "\t\t*MATERIAL_SHADING Phong\r\n" );
-       
-       /* print map info */
-       fprintf( f, "\t\t*MAP_DIFFUSE\t{\r\n" );
-       fprintf( f, "\t\t\t*MAP_NAME\t\"%s\"\r\n", shader->shader );
-       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" );
-       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" );
+       fprintf( f, "newmtl %s\r\n", shader->shader );
+       fprintf( f, "Kd %f %f %f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] );
+       if ( shadersAsBitmap ) {
+               fprintf( f, "map_Kd %s\r\n", shader->shader );
+       }
+       else{
+               /* blender hates this, so let's not do it
+                   fprintf( f, "map_Kd ..\\%s\r\n", filename );
+                */
+               fprintf( f, "map_Kd ../%s\r\n", filename );
+       }
+}
+
+static void ConvertLightmapToMTL( FILE *f, const char *base, int lightmapNum ){
+       /* print shader info */
+       fprintf( f, "newmtl lm_%04d\r\n", lightmapNum );
+       if ( lightmapNum >= 0 ) {
+               /* blender hates this, so let's not do it
+                   fprintf( f, "map_Kd %s\\lm_%04d.tga\r\n", base, lightmapNum );
+                */
+               fprintf( f, "map_Kd %s/lm_%04d.tga\r\n", base, lightmapNum );
+       }
 }
 
 
 
 /*
-ConvertBSPToASE()
-exports an 3d studio ase file from the bsp
-*/
-
-int ConvertBSPToOBJ( char *bspName )
-{
-       int                             i, modelNum;
-       FILE                    *f, *fmtl;
-       bspShader_t             *shader;
-       bspModel_t              *model;
-       entity_t                *e;
-       vec3_t                  origin;
-       const char              *key;
-       char                    name[ 1024 ], base[ 1024 ];
-       
-       
+   ConvertBSPToASE()
+   exports an 3d studio ase file from the bsp
+ */
+
+int ConvertBSPToOBJ( char *bspName ){
+       int i, modelNum;
+       FILE            *f, *fmtl;
+       bspShader_t     *shader;
+       bspModel_t      *model;
+       entity_t        *e;
+       vec3_t origin;
+       const char      *key;
+       char name[ 1024 ], base[ 1024 ], mtlname[ 1024 ], dirname[ 1024 ];
+
+
        /* note it */
        Sys_Printf( "--- Convert BSP to OBJ ---\n" );
 
        /* create the ase filename from the bsp name */
+       strcpy( dirname, bspName );
+       StripExtension( dirname );
        strcpy( name, bspName );
        StripExtension( name );
        strcat( name, ".obj" );
@@ -312,75 +235,92 @@ int ConvertBSPToOBJ( char *bspName )
        StripExtension( mtlname );
        strcat( mtlname, ".mtl" );
        Sys_Printf( "writing %s\n", mtlname );
-       
+
        ExtractFileBase( bspName, base );
-       strcat( base, ".bsp" );
-       
+
        /* open it */
        f = fopen( name, "wb" );
-       if( f == NULL )
+       if ( f == NULL ) {
                Error( "Open failed on %s\n", name );
+       }
        fmtl = fopen( mtlname, "wb" );
-       if( fmtl == NULL )
+       if ( fmtl == NULL ) {
                Error( "Open failed on %s\n", mtlname );
-       
+       }
+
        /* print header */
-       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_FIRSTFRAME\t0\r\n" );
-       fprintf( f, "\t*SCENE_LASTFRAME\t100\r\n" );
-       fprintf( f, "\t*SCENE_FRAMESPEED\t30\r\n" );
-       fprintf( f, "\t*SCENE_TICKSPERFRAME\t160\r\n" );
-       fprintf( f, "\t*SCENE_BACKGROUND_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
-       fprintf( f, "\t*SCENE_AMBIENT_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
-       fprintf( f, "}\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++ )
+       fprintf( f, "o %s\r\n", base );
+       fprintf( f, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" );
+       fprintf( f, "mtllib %s.mtl\r\n", base );
+
+       fprintf( fmtl, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" );
+       if ( lightmapsAsTexcoord ) {
+               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 );
+               }
+               lastLightmap = lightmapCount - 1;
+       }
+       else
        {
-               shader = &bspShaders[ i ];
-               ConvertShaderToMTL( fmtl, shader, i );
+               for ( i = 0; i < numBSPShaders; i++ )
+               {
+                       shader = &bspShaders[ i ];
+                       ConvertShaderToMTL( fmtl, shader, i );
+               }
        }
-       fprintf( f, "}\r\n" );
-       
+
        /* walk entity list */
-       for( i = 0; i < numEntities; i++ )
+       for ( i = 0; i < numEntities; i++ )
        {
                /* get entity and model */
                e = &entities[ i ];
-               if( i == 0 )
+               if ( i == 0 ) {
                        modelNum = 0;
+               }
                else
                {
                        key = ValueForKey( e, "model" );
-                       if( key[ 0 ] != '*' )
+                       if ( key[ 0 ] != '*' ) {
                                continue;
+                       }
                        modelNum = atoi( key + 1 );
                }
                model = &bspModels[ modelNum ];
-               
+
                /* get entity origin */
                key = ValueForKey( e, "origin" );
-               if( key[ 0 ] == '\0' )
+               if ( key[ 0 ] == '\0' ) {
                        VectorClear( origin );
-               else
+               }
+               else{
                        GetVectorForKey( e, "origin", origin );
-               
+               }
+
                /* convert model */
                ConvertModelToOBJ( f, model, modelNum, origin );
        }
-       
+
+       if ( lightmapsAsTexcoord ) {
+               for ( i = firstLightmap; i <= lastLightmap; i++ )
+                       ConvertLightmapToMTL( fmtl, base, i );
+       }
+
        /* close the file and return */
        fclose( f );
        fclose( fmtl );
-       
+
        /* return to sender */
        return 0;
 }
-
-
-