/* -------------------------------------------------------------------------------
-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."
-------------------------------------------------------------------------------- */
+ ------------------------------------------------------------------------------- */
/*
-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 ];
/*
-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" );
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;
}
-
-
-