/* -------------------------------------------------------------------------------
-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 ase chunk
-*/
-
-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;
- bspDrawVert_t *dv;
- vec3_t normal;
- char name[ 1024 ];
-
-
+ ConvertSurface()
+ 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;
+ bspDrawVert_t *dv;
+ vec3_t normal;
+ char name[ 1024 ];
+
+
/* 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\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 )
+ 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;
+ 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++ )
+ for ( i = 0; i < ds->numVerts; i++ )
{
v = i + ds->firstVert;
dv = &bspDrawVerts[ v ];
/* export vertex normals */
fprintf( f, "\t\t*MESH_NORMALS\t{\r\n" );
- for( i = 0; i < ds->numIndexes; i += 3 )
+ for ( i = 0; i < ds->numIndexes; i += 3 )
{
- face = (i / 3);
+ 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 ) )
+ 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 ] );
+ }
}
- for( i = 0; i < ds->numVerts; i++ )
+ 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 ] );
}
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 )
+ for ( i = 0; i < ds->numIndexes; i += 3 )
{
- face = (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_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 );
+ face, a, b, c );
}
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++ )
+ 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, "\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, "\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 )
+ for ( i = 0; i < ds->numIndexes; i += 3 )
{
- face = (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, "\t\t}\r\n" );
-
+
/* print mesh footer */
fprintf( f, "\t}\r\n" );
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] + (int)deluxemap < numLightmapsASE ) {
+ fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->lightmapNum[0] + deluxemap );
+ }
+ else{
+ Sys_FPrintf( SYS_WRN, "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" );
}
/*
-ConvertModel()
-exports a bsp model to an ase chunk
-*/
-
-static void ConvertModel( 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 ConvertModel( 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
+ */
/*
- *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 ConvertShader( FILE *f, bspShader_t *shader, int shaderNum )
-{
- shaderInfo_t *si;
- char *c, 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 ConvertShader( 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 == '/' )
+ }
+ 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_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(...)
- fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename );
- else
+ 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" );
}
/*
-ConvertBSPToASE()
-exports an 3d studio ase file from the bsp
-*/
-
-int ConvertBSPToASE( char *bspName )
-{
- int i, modelNum;
- FILE *f;
- 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 ConvertBSPToASE( char *bspName ){
+ int i, modelNum;
+ FILE *f;
+ bspShader_t *shader;
+ bspModel_t *model;
+ entity_t *e;
+ vec3_t origin;
+ const char *key;
+ 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" );
- if( f == NULL )
+ if ( f == NULL ) {
Error( "Open failed on %s\n", name );
-
+ }
+
/* 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_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" );
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++ )
+ 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 );
+ }
+ fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", lightmapCount );
+ for ( i = 0; i < lightmapCount; i++ )
+ ConvertLightmap( f, base, i );
+ numLightmapsASE = lightmapCount;
+ }
+ else
{
- shader = &bspShaders[ i ];
- ConvertShader( f, shader, i );
+ 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" );
-
+
/* 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 */
ConvertModel( f, model, modelNum, origin );
}
-
+
/* close the file and return */
fclose( f );
-
+
/* return to sender */
return 0;
}
-
-
-