]> git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/main.c
Merge commit 'eef39952025db1375e33b6e314692ac76badb93c' into garux-merge
[xonotic/netradiant.git] / tools / quake3 / q3map2 / main.c
index 6c3b165cb6579d2cbbd5ccd08d8361cd90cb1c1a..75bc4608703040218db568b49aceaa85eaf70162 100644 (file)
@@ -35,8 +35,7 @@
 
 /* dependencies */
 #include "q3map2.h"
-
-
+#include <glib.h>
 
 /*
    Random()
@@ -60,7 +59,7 @@ char *Q_strncpyz( char *dst, const char *src, size_t len ) {
 
 
 char *Q_strcat( char *dst, size_t dlen, const char *src ) {
-       size_t n = strlen( dst  );
+       size_t n = strlen( dst );
 
        if ( n > dlen ) {
                abort(); /* buffer overflow */
@@ -80,6 +79,7 @@ char *Q_strncat( char *dst, size_t dlen, const char *src, size_t slen ) {
        return Q_strncpyz( dst + n, src, MIN( slen, dlen - n ) );
 }
 
+
 /*
    ExitQ3Map()
    cleanup routine
@@ -92,441 +92,855 @@ static void ExitQ3Map( void ){
        }
 }
 
-/*
-   MD4BlockChecksum()
-   calculates an md4 checksum for a block of data
- */
-
-static int MD4BlockChecksum( void *buffer, int length ){
-       return Com_BlockChecksum( buffer, length );
-}
 
 /*
-   FixAAS()
-   resets an aas checksum to match the given BSP
+   ShiftBSPMain()
+   shifts a map: for testing physics with huge coordinates
  */
 
-int FixAAS( int argc, char **argv ){
-       int length, checksum;
-       void        *buffer;
-       FILE        *file;
-       char aas[ 1024 ], **ext;
-       char        *exts[] =
-       {
-               ".aas",
-               "_b0.aas",
-               "_b1.aas",
-               NULL
-       };
+int ShiftBSPMain( int argc, char **argv ){
+       int i, j;
+       float f, a;
+       vec3_t scale;
+       vec3_t vec;
+       char str[ 1024 ];
+       int uniform, axis;
+       qboolean texscale;
+       float *old_xyzst = NULL;
+       float spawn_ref = 0;
 
 
        /* arg checking */
-       if ( argc < 2 ) {
-               Sys_Printf( "Usage: q3map -fixaas [-v] <mapname>\n" );
+       if ( argc < 3 ) {
+               Sys_Printf( "Usage: q3map [-v] -shift [-tex] [-spawn_ref <value>] <value> <mapname>\n" );
                return 0;
        }
 
+       texscale = qfalse;
+       for ( i = 1; i < argc - 2; ++i )
+       {
+               if ( !strcmp( argv[i], "-tex" ) ) {
+                       texscale = qtrue;
+               }
+               else if ( !strcmp( argv[i], "-spawn_ref" ) ) {
+                       spawn_ref = atof( argv[i + 1] );
+                       ++i;
+               }
+               else{
+                       break;
+               }
+       }
+
+       /* get shift */
+       // if(argc-2 >= i) // always true
+       scale[2] = scale[1] = scale[0] = atof( argv[ argc - 2 ] );
+       if ( argc - 3 >= i ) {
+               scale[1] = scale[0] = atof( argv[ argc - 3 ] );
+       }
+       if ( argc - 4 >= i ) {
+               scale[0] = atof( argv[ argc - 4 ] );
+       }
+
+       uniform = ( ( scale[0] == scale[1] ) && ( scale[1] == scale[2] ) );
+
+
        /* do some path mangling */
        strcpy( source, ExpandArg( argv[ argc - 1 ] ) );
        StripExtension( source );
        DefaultExtension( source, ".bsp" );
 
-       /* note it */
-       Sys_Printf( "--- FixAAS ---\n" );
-
        /* load the bsp */
        Sys_Printf( "Loading %s\n", source );
-       length = LoadFile( source, &buffer );
+       LoadBSPFile( source );
+       ParseEntities();
 
-       /* create bsp checksum */
-       Sys_Printf( "Creating checksum...\n" );
-       checksum = LittleLong( MD4BlockChecksum( buffer, length ) );
+       /* note it */
+       Sys_Printf( "--- ShiftBSP ---\n" );
+       Sys_FPrintf( SYS_VRB, "%9d entities\n", numEntities );
 
-       /* write checksum to aas */
-       ext = exts;
-       while ( *ext )
+       /* shift entity keys */
+       for ( i = 0; i < numBSPEntities && i < numEntities; i++ )
        {
-               /* mangle name */
-               strcpy( aas, source );
-               StripExtension( aas );
-               strcat( aas, *ext );
-               Sys_Printf( "Trying %s\n", aas );
-               ext++;
-
-               /* fix it */
-               file = fopen( aas, "r+b" );
-               if ( !file ) {
-                       continue;
-               }
-               if ( fwrite( &checksum, 4, 1, file ) != 1 ) {
-                       Error( "Error writing checksum to %s", aas );
+               /* shift origin */
+               GetVectorForKey( &entities[ i ], "origin", vec );
+               if ( ( vec[ 0 ] || vec[ 1 ] || vec[ 2 ] ) ) {
+                       if ( !strncmp( ValueForKey( &entities[i], "classname" ), "info_player_", 12 ) ) {
+                               vec[2] += spawn_ref;
+                       }
+                       vec[0] += scale[0];
+                       vec[1] += scale[1];
+                       vec[2] += scale[2];
+                       if ( !strncmp( ValueForKey( &entities[i], "classname" ), "info_player_", 12 ) ) {
+                               vec[2] -= spawn_ref;
+                       }
+                       sprintf( str, "%f %f %f", vec[ 0 ], vec[ 1 ], vec[ 2 ] );
+                       SetKeyValue( &entities[ i ], "origin", str );
                }
-               fclose( file );
+
        }
 
-       /* return to sender */
-       return 0;
-}
+       /* shift models */
+       for ( i = 0; i < numBSPModels; i++ )
+       {
+               bspModels[ i ].mins[0] += scale[0];
+               bspModels[ i ].mins[1] += scale[1];
+               bspModels[ i ].mins[2] += scale[2];
+               bspModels[ i ].maxs[0] += scale[0];
+               bspModels[ i ].maxs[1] += scale[1];
+               bspModels[ i ].maxs[2] += scale[2];
+       }
 
-struct HelpOption
-{
-       const char* name;
-       const char* description;
-};
-
-void HelpOptions(const char* group_name, int indentation, int width, struct HelpOption* options, int count)
-{
-       indentation *= 2;
-       char* indent = malloc(indentation+1);
-       memset(indent, ' ', indentation);
-       indent[indentation] = 0;
-       printf("%s%s:\n", indent, group_name);
-       indentation += 2;
-       indent = realloc(indent, indentation+1);
-       memset(indent, ' ', indentation);
-       indent[indentation] = 0;
+       /* shift nodes */
+       for ( i = 0; i < numBSPNodes; i++ )
+       {
+               bspNodes[ i ].mins[0] += scale[0];
+               bspNodes[ i ].mins[1] += scale[1];
+               bspNodes[ i ].mins[2] += scale[2];
+               bspNodes[ i ].maxs[0] += scale[0];
+               bspNodes[ i ].maxs[1] += scale[1];
+               bspNodes[ i ].maxs[2] += scale[2];
+       }
 
-       int i;
-       for ( i = 0; i < count; i++ )
+       /* shift leafs */
+       for ( i = 0; i < numBSPLeafs; i++ )
        {
-               int printed = printf("%s%-24s  ", indent, options[i].name);
-               int descsz = strlen(options[i].description);
-               int j = 0;
-               while ( j < descsz && descsz-j > width - printed )
-               {
-                       if ( j != 0 )
-                               printf("%s%26c",indent,' ');
-                       int fragment = width - printed;
-                       while ( fragment > 0 && options[i].description[j+fragment-1] != ' ')
-                                       fragment--;
-                       j += fwrite(options[i].description+j, sizeof(char), fragment, stdout);
-                       putchar('\n');
-                       printed = indentation+26;
-               }
-               if ( j == 0 )
-               {
-                       printf("%s\n",options[i].description+j);
+               bspLeafs[ i ].mins[0] += scale[0];
+               bspLeafs[ i ].mins[1] += scale[1];
+               bspLeafs[ i ].mins[2] += scale[2];
+               bspLeafs[ i ].maxs[0] += scale[0];
+               bspLeafs[ i ].maxs[1] += scale[1];
+               bspLeafs[ i ].maxs[2] += scale[2];
+       }
+
+       /* shift drawverts */
+       for ( i = 0; i < numBSPDrawVerts; i++ )
+       {
+               bspDrawVerts[i].xyz[0] += scale[0];
+               bspDrawVerts[i].xyz[1] += scale[1];
+               bspDrawVerts[i].xyz[2] += scale[2];
+       }
+
+       /* shift planes */
+
+       vec3_t point;
+
+       for ( i = 0; i < numBSPPlanes; i++ )
+       {
+               //find point on plane
+               for ( j=0; j<3; j++ ){
+                       if ( fabs( bspPlanes[ i ].normal[j] ) > 0.5 ){
+                               point[j] = bspPlanes[ i ].dist / bspPlanes[ i ].normal[j];
+                               point[(j+1)%3] = point[(j+2)%3] = 0;
+                               break;
+                       }
                }
-               else if ( j < descsz )
-               {
-                       printf("%s%26c%s\n",indent,' ',options[i].description+j);
+               //shift point
+               for ( j=0; j<3; j++ ){
+                       point[j] += scale[j];
                }
+               //calc new plane dist
+               bspPlanes[ i ].dist = DotProduct( point, bspPlanes[ i ].normal );
        }
 
-       putchar('\n');
+       /* scale gridsize */
+       /*
+       GetVectorForKey( &entities[ 0 ], "gridsize", vec );
+       if ( ( vec[ 0 ] + vec[ 1 ] + vec[ 2 ] ) == 0.0f ) {
+               VectorCopy( gridSize, vec );
+       }
+       vec[0] *= scale[0];
+       vec[1] *= scale[1];
+       vec[2] *= scale[2];
+       sprintf( str, "%f %f %f", vec[ 0 ], vec[ 1 ], vec[ 2 ] );
+       SetKeyValue( &entities[ 0 ], "gridsize", str );
+*/
+       /* inject command line parameters */
+       InjectCommandLine( argv, 0, argc - 1 );
+
+       /* write the bsp */
+       UnparseEntities();
+       StripExtension( source );
+       DefaultExtension( source, "_sh.bsp" );
+       Sys_Printf( "Writing %s\n", source );
+       WriteBSPFile( source );
 
-       free(indent);
+       /* return to sender */
+       return 0;
 }
 
-void HelpBsp()
-{
-       struct HelpOption bsp[] = {
-               {"-bsp <filename.map>", "Switch that enters this stage"},
-               {"-altsplit", "Alternate BSP tree splitting weights (should give more fps)"},
-               {"-celshader <shadername>", "Sets a global cel shader name"},
-               {"-custinfoparms", "Read scripts/custinfoparms.txt"},
-               {"-debuginset", "Push all triangle vertexes towards the triangle center"},
-               {"-debugportals", "Make BSP portals visible in the map"},
-               {"-debugsurfaces", "Color the vertexes according to the index of the surface"},
-               {"-deep", "Use detail brushes in the BSP tree, but at lowest priority (should give more fps)"},
-               {"-de <F>", "Distance epsilon for plane snapping etc."},
-               {"-fakemap", "Write fakemap.map containing all world brushes"},
-               {"-flares", "Turn on support for flares (TEST?)"},
-               {"-flat", "Enable flat shading (good for combining with -celshader)"},
-               {"-fulldetail", "Treat detail brushes as structural ones"},
-               {"-leaktest", "Abort if a leak was found"},
-               {"-meta", "Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)"},
-               {"-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu"},
-               {"-mi <N>", "Sets the maximum number of indexes per surface"},
-               {"-mv <N>", "Sets the maximum number of vertices of a lightmapped surface"},
-               {"-ne <F>", "Normal epsilon for plane snapping etc."},
-               {"-nocurves", "Turn off support for patches"},
-               {"-nodetail", "Leave out detail brushes"},
-               {"-noflares", "Turn off support for flares"},
-               {"-nofog", "Turn off support for fog volumes"},
-               {"-nohint", "Turn off support for hint brushes"},
-               {"-nosubdivide", "Turn off support for `q3map_tessSize` (breaks water vertex deforms)"},
-               {"-notjunc", "Do not fix T-junctions (causes cracks between triangles, do not use)"},
-               {"-nowater", "Turn off support for water, slime or lava (Stef, this is for you)"},
-               {"-np <A>", "Force all surfaces to be nonplanar with a given shade angle"},
-               {"-onlyents", "Only update entities in the BSP"},
-               {"-patchmeta", "Turn patches into triangle meshes for display"},
-               {"-rename", "Append â€œbspâ€\9d suffix to miscmodel shaders (needed for SoF2)"},
-               {"-samplesize <N>", "Sets default lightmap resolution in luxels/qu"},
-               {"-skyfix", "Turn sky box into six surfaces to work around ATI problems"},
-               {"-snap <N>", "Snap brush bevel planes to the given number of units"},
-               {"-tempname <filename.map>", "Read the MAP file from the given file name"},
-               {"-texrange <N>", "Limit per-surface texture range to the given number of units, and subdivide surfaces like with `q3map_tessSize` if this is not met"},
-               {"-tmpout", "Write the BSP file to /tmp"},
-               {"-verboseentities", "Enable `-v` only for map entities, not for the world"},
-       };
-       HelpOptions("BSP Stage", 0, 80, bsp, sizeof(bsp)/sizeof(struct HelpOption));
-}
-void HelpVis()
-{
-       struct HelpOption vis[] = {
-               {"-vis <filename.map>", "Switch that enters this stage"},
-               {"-fast", "Very fast and crude vis calculation"},
-               {"-mergeportals", "The less crude half of `-merge`, makes vis sometimes much faster but doesn't hurt fps usually"},
-               {"-merge", "Faster but still okay vis calculation"},
-               {"-nopassage", "Just use PortalFlow vis (usually less fps)"},
-               {"-nosort", "Do not sort the portals before calculating vis (usually slower)"},
-               {"-passageOnly", "Just use PassageFlow vis (usually less fps)"},
-               {"-saveprt", "Keep the PRT file after running vis (so you can run vis again)"},
-               {"-tmpin", "Use /tmp folder for input"},
-               {"-tmpout", "Use /tmp folder for output"},
-       };
-       HelpOptions("VIS Stage", 0, 80, vis, sizeof(vis)/sizeof(struct HelpOption));
-}
-void HelpLight()
-{
-       struct HelpOption light[] = {
-               {"-light <filename.map>", "Switch that enters this stage"},
-               {"-vlight <filename.map>", "Deprecated alias for `-light -fast` ... filename.map"},
-               {"-approx <N>", "Vertex light approximation tolerance (never use in conjunction with deluxemapping)"},
-               {"-areascale <F, `-area` F>", "Scaling factor for area lights (surfacelight)"},
-               {"-border", "Add a red border to lightmaps for debugging"},
-               {"-bouncegrid", "Also compute radiosity on the light grid"},
-               {"-bounceonly", "Only compute radiosity"},
-               {"-bouncescale <F>", "Scaling factor for radiosity"},
-               {"-bounce <N>", "Number of bounces for radiosity"},
-               {"-cheapgrid", "Use `-cheap` style lighting for radiosity"},
-               {"-cheap", "Abort vertex light calculations when white is reached"},
-               {"-compensate <F>", "Lightmap compensate (darkening factor applied after everything else)"},
-               {"-cpma", "CPMA vertex lighting mode"},
-               {"-custinfoparms", "Read scripts/custinfoparms.txt"},
-               {"-dark", "Darken lightmap seams"},
-               {"-debugaxis", "Color the lightmaps according to the lightmap axis"},
-               {"-debugcluster", "Color the lightmaps according to the index of the cluster"},
-               {"-debugdeluxe", "Show deluxemaps on the lightmap"},
-               {"-debugnormals", "Color the lightmaps according to the direction of the surface normal"},
-               {"-debugorigin", "Color the lightmaps according to the origin of the luxels"},
-               {"-debugsurfaces, -debugsurface", "Color the lightmaps according to the index of the surface"},
-               {"-debugunused", "This option does nothing"},
-               {"-debug", "Mark the lightmaps according to the cluster: unmapped clusters get yellow, occluded ones get pink, flooded ones get blue overlay color, otherwise red"},
-               {"-deluxemode 0", "Use modelspace deluxemaps (DarkPlaces)"},
-               {"-deluxemode 1", "Use tangentspace deluxemaps"},
-               {"-deluxe, -deluxemap", "Enable deluxemapping (light direction maps)"},
-               {"-dirtdebug, -debugdirt", "Store the dirtmaps as lightmaps for debugging"},
-               {"-dirtdepth", "Dirtmapping depth"},
-               {"-dirtgain", "Dirtmapping exponent"},
-               {"-dirtmode 0", "Ordered direction dirtmapping"},
-               {"-dirtmode 1", "Randomized direction dirtmapping"},
-               {"-dirtscale", "Dirtmapping scaling factor"},
-               {"-dirty", "Enable dirtmapping"},
-               {"-dump", "Dump radiosity from `-bounce` into numbered MAP file prefabs"},
-               {"-export", "Export lightmaps when compile finished (like `-export` mode)"},
-               {"-exposure <F>", "Lightmap exposure to better support overbright spots"},
-               {"-external", "Force external lightmaps even if at size of internal lightmaps"},
-               {"-extravisnudge", "Broken feature to nudge the luxel origin to a better vis cluster"},
-               {"-extrawide", "Deprecated alias for `-super 2 -filter`"},
-               {"-extra", "Deprecated alias for `-super 2`"},
-               {"-fastbounce", "Use `-fast` style lighting for radiosity"},
-               {"-faster", "Use a faster falloff curve for lighting; also implies `-fast`"},
-               {"-fastgrid", "Use `-fast` style lighting for the light grid"},
-               {"-fast", "Ignore tiny light contributions"},
-               {"-filter", "Lightmap filtering"},
-               {"-floodlight", "Enable floodlight (zero-effort somewhat decent lighting)"},
-               {"-gamma <F>", "Lightmap gamma"},
-               {"-gridambientscale <F>", "Scaling factor for the light grid ambient components only"},
-               {"-gridscale <F>", "Scaling factor for the light grid only"},
-               {"-keeplights", "Keep light entities in the BSP file after compile"},
-               {"-lightmapdir <directory>", "Directory to store external lightmaps (default: same as map name without extension)"},
-               {"-lightmapsize <N>", "Size of lightmaps to generate (must be a power of two)"},
-               {"-lomem", "Low memory but slower lighting mode"},
-               {"-lowquality", "Low quality floodlight (appears to currently break floodlight)"},
-               {"-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu"},
-               {"-nocollapse", "Do not collapse identical lightmaps"},
-               {"-nodeluxe, -nodeluxemap", "Disable deluxemapping"},
-               {"-nogrid", "Disable grid light calculation (makes all entities fullbright)"},
-               {"-nolightmapsearch", "Do not optimize lightmap packing for GPU memory usage (as doing so costs fps)"},
-               {"-normalmap", "Color the lightmaps according to the direction of the surface normal (TODO is this identical to `-debugnormals`?)"},
-               {"-nostyle, -nostyles", "Disable support for light styles"},
-               {"-nosurf", "Disable tracing against surfaces (only uses BSP nodes then)"},
-               {"-notrace", "Disable shadow occlusion"},
-               {"-novertex", "Disable vertex lighting"},
-               {"-patchshadows", "Cast shadows from patches"},
-               {"-pointscale <F, `-point` F>", "Scaling factor for point lights (light entities)"},
-               {"-q3", "Use nonlinear falloff curve by default (like Q3A)"},
-               {"-samplescale <F>", "Scales all lightmap resolutions"},
-               {"-samplesize <N>", "Sets default lightmap resolution in luxels/qu"},
-               {"-samples <N>", "Adaptive supersampling quality"},
-               {"-scale <F>", "Scaling factor for all light types"},
-               {"-shadeangle <A>", "Angle for phong shading"},
-               {"-shade", "Enable phong shading at default shade angle"},
-               {"-skyscale <F, `-sky` F>", "Scaling factor for sky and sun light"},
-               {"-smooth", "Deprecated alias for `-samples 2`"},
-               {"-style, -styles", "Enable support for light styles"},
-               {"-sunonly", "Only compute sun light"},
-               {"-super <N, `-supersample` N>", "Ordered grid supersampling quality"},
-               {"-thresh <F>", "Triangle subdivision threshold"},
-               {"-trianglecheck", "Broken check that should ensure luxels apply to the right triangle"},
-               {"-trisoup", "Convert brush faces to triangle soup"},
-               {"-wolf", "Use linear falloff curve by default (like W:ET)"},
-       };
-
-       HelpOptions("Light Stage", 0, 80, light, sizeof(light)/sizeof(struct HelpOption));
-}
 
-void HelpAnalize()
-{
-       struct HelpOption analize[] = {
-               {"-analyze <filename.bsp>", "Switch that enters this mode"},
-               {"-lumpswap", "Swap byte order in the lumps"},
-       };
+void FixDOSName( char *src ){
+       if ( src == NULL ) {
+               return;
+       }
 
-       HelpOptions("Analyzing BSP-like file structure", 0, 80, analize, sizeof(analize)/sizeof(struct HelpOption));
-}
-void HelpScale()
-{
-       struct HelpOption scale[] = {
-               {"-scale <S filename.bsp>", "Scale uniformly"},
-               {"-scale <SX SY SZ filename.bsp>", "Scale non-uniformly"},
-               {"-scale -tex <S filename.bsp>", "Scale uniformly without texture lock"},
-               {"-scale -tex <SX SY SZ filename.bsp>", "Scale non-uniformly without texture lock"},
-       };
-       HelpOptions("Scaling", 0, 80, scale, sizeof(scale)/sizeof(struct HelpOption));
+       while ( *src )
+       {
+               if ( *src == '\\' ) {
+                       *src = '/';
+               }
+               src++;
+       }
 }
-void HelpConvert()
-{
-       struct HelpOption convert[] = {
-               {"-convert <filename.bsp>", "Switch that enters this mode"},
-               {"-de <number>", "Distance epsilon for the conversion"},
-               {"-format <converter>", "Select the converter (available: map, ase, or game names)"},
-               {"-ne <F>", "Normal epsilon for the conversion"},
-               {"-shadersasbitmap", "(only for ase) use the shader names as \\*BITMAP key so they work as prefabs"},
-       };
-
-       HelpOptions("Converting & Decompiling", 0, 80, convert, sizeof(convert)/sizeof(struct HelpOption));
+
+/*
+       Check if newcoming texture is unique and not excluded
+*/
+void tex2list( char texlist[512][MAX_QPATH], int *texnum, char EXtex[2048][MAX_QPATH], int *EXtexnum ){
+       int i;
+       if ( token[0] == '\0') return;
+       StripExtension( token );
+       FixDOSName( token );
+       for ( i = 0; i < *texnum; i++ ){
+               if ( !stricmp( texlist[i], token ) ) return;
+       }
+       for ( i = 0; i < *EXtexnum; i++ ){
+               if ( !stricmp( EXtex[i], token ) ) return;
+       }
+       strcpy ( texlist[*texnum], token );
+       (*texnum)++;
+       return;
 }
 
-void HelpExport()
-{
-       struct HelpOption exportl[] = {
-               {"-export <filename.bsp>", "Copies lightmaps from the BSP to `filename/lightmap_0000.tga` ff"}
-       };
 
-       HelpOptions("Exporting lightmaps", 0, 80, exportl, sizeof(exportl)/sizeof(struct HelpOption));
+/*
+       Check if newcoming res is unique
+*/
+void res2list( char data[512][MAX_QPATH], int *num ){
+       int i;
+       if ( data[*num][0] == '\0') return;
+       for ( i = 0; i < *num; i++ ){
+               if ( !stricmp( data[i], data[*num] ) ) return;
+       }
+       (*num)++;
+       return;
 }
 
-void HelpFixaas()
-{
-       struct HelpOption fixaas[] = {
-               {"-fixaas <filename.bsp>", "Switch that enters this mode"},
-       };
+void parseEXblock ( char data[512][MAX_QPATH], int *num, const char *exName ){
+       if ( !GetToken( qtrue ) || strcmp( token, "{" ) ) {
+               Error( "ReadExclusionsFile: %s, line %d: { not found", exName, scriptline );
+       }
+       while ( 1 )
+       {
+               if ( !GetToken( qtrue ) ) {
+                       break;
+               }
+               if ( !strcmp( token, "}" ) ) {
+                       break;
+               }
+               if ( token[0] == '{' ) {
+                       Error( "ReadExclusionsFile: %s, line %d: brace, opening twice in a row.", exName, scriptline );
+               }
 
-       HelpOptions("Fixing AAS checksum", 0, 80, fixaas, sizeof(fixaas)/sizeof(struct HelpOption));
+               /* add to list */
+               strcpy( data[*num], token );
+               (*num)++;
+       }
+       return;
 }
 
-void HelpInfo()
-{
-       struct HelpOption info[] = {
-               {"-info <filename.bsp>", "Switch that enters this mode"},
-       };
+char q3map2path[1024];
+/*
+   pk3BSPMain()
+   map autopackager, works for Q3 type of shaders and ents
+ */
 
-       HelpOptions("Get info about BSP file", 0, 80, info, sizeof(info)/sizeof(struct HelpOption));
-}
+int pk3BSPMain( int argc, char **argv ){
+       int i, j;
+       qboolean dbg = qfalse, png = qfalse;
 
-void HelpImport()
-{
-       struct HelpOption import[] = {
-               {"-import <filename.bsp>", "Copies lightmaps from `filename/lightmap_0000.tga` ff into the BSP"},
-       };
+       /* process arguments */
+       for ( i = 1; i < ( argc - 1 ); i++ ){
+               if ( !strcmp( argv[ i ],  "-dbg" ) ) {
+                       dbg = qtrue;
+               }
+               else if ( !strcmp( argv[ i ],  "-png" ) ) {
+                       png = qtrue;
+               }
+       }
 
-       HelpOptions("Importing lightmaps", 0, 80, import, sizeof(import)/sizeof(struct HelpOption));
-}
 
-void HelpMinimap()
-{
-       struct HelpOption minimap[] = {
-               {"-minimap <filename.bsp>", "Creates a minimap of the BSP, by default writes to `../gfx/filename_mini.tga`"},
-               {"-black", "Write the minimap as a black-on-transparency RGBA32 image"},
-               {"-boost <F>", "Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero"},
-               {"-border <F>", "Sets the amount of border pixels relative to the total image size"},
-               {"-gray", "Write the minimap as a white-on-black GRAY8 image"},
-               {"-keepaspect", "Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect)"},
-               {"-minmax <xmin ymin zmin xmax ymax zmax>", "Forces specific map dimensions (note: the minimap actually uses these dimensions, scaled to the target size while keeping aspect with centering, and 1/64 of border appended to all sides)"},
-               {"-nokeepaspect", "Do not ensure the aspect ratio is kept (makes it easier to use the image in your code, but looks bad together with sharpening)"},
-               {"-o <filename.tga>", "Sets the output file name"},
-               {"-random <N>", "Sets the randomized supersampling count (cannot be combined with `-samples`)"},
-               {"-samples <N>", "Sets the ordered supersampling count (cannot be combined with `-random`)"},
-               {"-sharpen <F>", "Sets the sharpening coefficient"},
-               {"-size <N>", "Sets the width and height of the output image"},
-               {"-white", "Write the minimap as a white-on-transparency RGBA32 image"},
-       };
-
-       HelpOptions("MiniMap", 0, 80, minimap, sizeof(minimap)/sizeof(struct HelpOption));
-}
 
-void HelpCommon()
-{
-       struct HelpOption common[] = {
-               {"-connect <address>", "Talk to a NetRadiant instance using a specific XML based protocol"},
-               {"-force", "Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash"},
-               {"-fs_basepath <path>", "Sets the given path as main directory of the game (can be used more than once to look in multiple paths)"},
-               {"-fs_game <gamename>", "Sets a different game directory name (default for Q3A: baseq3)"},
-               {"-fs_homebase <dir>", "Specifies where the user home directory name is on Linux (default for Q3A: .q3a)"},
-               {"-game <gamename>", "Load settings for the given game (default: quake3)"},
-               {"-subdivisions <F>", "multiplier for patch subdivisions quality"},
-               {"-threads <N>", "number of threads to use"},
-               {"-v", "Verbose mode"}
-       };
-
-       HelpOptions("Common Options", 0, 80, common, sizeof(common)/sizeof(struct HelpOption));
+       /* do some path mangling */
+       strcpy( source, ExpandArg( argv[ argc - 1 ] ) );
+       StripExtension( source );
+       DefaultExtension( source, ".bsp" );
 
-}
+       /* load the bsp */
+       Sys_Printf( "Loading %s\n", source );
+       LoadBSPFile( source );
+       ParseEntities();
+
+
+       char packname[ 1024 ], base[ 1024 ], nameOFmap[ 1024 ];
+       int len;
+       strcpy( packname, EnginePath );
 
-void Help(const char* arg)
-{
-       printf("Usage: q3map2 [stage] [common options...] [stage options...] [stage source file]\n");
-       printf("       q3map2 -help [stage]\n\n");
-
-       HelpCommon();
-
-       struct HelpOption stages[] = {
-               {"-bsp", "BSP Stage"},
-               {"-vis", "VIS Stage"},
-               {"-light", "Light Stage"},
-               {"-analize", "Analyzing BSP-like file structure"},
-               {"-scale", "Scaling"},
-               {"-convert", "Converting & Decompiling"},
-               {"-export", "Exporting lightmaps"},
-               {"-fixaas", "Fixing AAS checksum"},
-               {"-info", "Get info about BSP file"},
-               {"-import", "Importing lightmaps"},
-               {"-minimap", "MiniMap"},
-       };
-       void(*help_funcs[])() = {
-               HelpBsp,
-               HelpVis,
-               HelpLight,
-               HelpAnalize,
-               HelpScale,
-               HelpConvert,
-               HelpExport,
-               HelpFixaas,
-               HelpInfo,
-               HelpImport,
-               HelpMinimap
-       };
-
-       if ( arg && strlen(arg) > 0 )
+
+       /* copy map name */
+       strcpy( base, source );
+       StripExtension( base );
+
+       /* extract map name */
+       len = strlen( base ) - 1;
+       while ( len > 0 && base[ len ] != '/' && base[ len ] != '\\' )
+               len--;
+       strcpy( nameOFmap, &base[ len + 1 ] );
+
+
+       qboolean dsSHs[512] = {qfalse};
+
+       for ( i = 0; i < numBSPDrawSurfaces; i++ ){
+               /* can't exclude nodraw patches here (they want shaders :0!) */
+               //if ( !( bspDrawSurfaces[i].surfaceType == 2 && bspDrawSurfaces[i].numIndexes == 0 ) ) dsSHs[bspDrawSurfaces[i].shaderNum] = qtrue;
+               dsSHs[bspDrawSurfaces[i].shaderNum] = qtrue;
+               //Sys_Printf( "%s\n", bspShaders[bspDrawSurfaces[i].shaderNum].shader );
+       }
+
+       int pk3ShadersN = 0;
+       char pk3Shaders[512][MAX_QPATH];
+       int pk3SoundsN = 0;
+       char pk3Sounds[512][MAX_QPATH];
+       int pk3ShaderfilesN = 0;
+       char pk3Shaderfiles[512][MAX_QPATH];
+       int pk3TexturesN = 0;
+       char pk3Textures[512][MAX_QPATH];
+       int pk3VideosN = 0;
+       char pk3Videos[512][MAX_QPATH];
+
+
+
+       for ( i = 0; i < numBSPShaders; i++ ){
+               if ( dsSHs[i] ){
+                       strcpy( pk3Shaders[pk3ShadersN], bspShaders[i].shader );
+                       res2list( pk3Shaders, &pk3ShadersN );
+                       //pk3ShadersN++;
+                       //Sys_Printf( "%s\n", bspShaders[i].shader );
+               }
+       }
+
+       //ent keys
+       epair_t *ep;
+       for ( ep = entities[0].epairs; ep != NULL; ep = ep->next )
        {
-               if ( arg[0] == '-' )
-                       arg++;
+               if ( !strnicmp( ep->key, "vertexremapshader", 17 ) ) {
+                       sscanf( ep->value, "%*[^;] %*[;] %s", pk3Shaders[pk3ShadersN] );
+                       res2list( pk3Shaders, &pk3ShadersN );
+               }
+       }
+       strcpy( pk3Sounds[pk3SoundsN], ValueForKey( &entities[0], "music" ) );
+       res2list( pk3Sounds, &pk3SoundsN );
+
+       for ( i = 0; i < numBSPEntities && i < numEntities; i++ )
+       {
+               strcpy( pk3Sounds[pk3SoundsN], ValueForKey( &entities[i], "noise" ) );
+               if ( pk3Sounds[pk3SoundsN][0] != '*' ) res2list( pk3Sounds, &pk3SoundsN );
+
+               if ( !stricmp( ValueForKey( &entities[i], "classname" ), "func_plat" ) ){
+                       strcpy( pk3Sounds[pk3SoundsN], "sound/movers/plats/pt1_strt.wav");
+                       res2list( pk3Sounds, &pk3SoundsN );
+                       strcpy( pk3Sounds[pk3SoundsN], "sound/movers/plats/pt1_end.wav");
+                       res2list( pk3Sounds, &pk3SoundsN );
+               }
+               if ( !stricmp( ValueForKey( &entities[i], "classname" ), "target_push" ) ){
+                       if ( !(IntForKey( &entities[i], "spawnflags") & 1) ){
+                               strcpy( pk3Sounds[pk3SoundsN], "sound/misc/windfly.wav");
+                               res2list( pk3Sounds, &pk3SoundsN );
+                       }
+               }
+               strcpy( pk3Shaders[pk3ShadersN], ValueForKey( &entities[i], "targetShaderNewName" ) );
+               res2list( pk3Shaders, &pk3ShadersN );
+       }
+
+       //levelshot
+       sprintf( pk3Shaders[ pk3ShadersN ], "levelshots/%s", nameOFmap );
+       res2list( pk3Shaders, &pk3ShadersN );
 
-               unsigned i;
-               for ( i = 0; i < sizeof(stages)/sizeof(struct HelpOption); i++ )
-                       if ( strcmp(arg, stages[i].name+1) == 0 )
+
+       if( dbg ){
+               Sys_Printf( "\tDrawsurface+ent calls....%i\n", pk3ShadersN );
+               for ( i = 0; i < pk3ShadersN; i++ ){
+                       Sys_Printf( "%s\n", pk3Shaders[i] );
+               }
+               Sys_Printf( "\tSounds....%i\n", pk3SoundsN );
+               for ( i = 0; i < pk3SoundsN; i++ ){
+                       Sys_Printf( "%s\n", pk3Sounds[i] );
+               }
+       }
+
+       vfsListShaderFiles( pk3Shaderfiles, &pk3ShaderfilesN );
+
+       if( dbg ){
+               Sys_Printf( "\tSchroider fileses.....%i\n", pk3ShaderfilesN );
+               for ( i = 0; i < pk3ShaderfilesN; i++ ){
+                       Sys_Printf( "%s\n", pk3Shaderfiles[i] );
+               }
+       }
+
+
+       /* load exclusions file */
+       int EXpk3TexturesN = 0;
+       char EXpk3Textures[2048][MAX_QPATH];
+       int EXpk3ShadersN = 0;
+       char EXpk3Shaders[2048][MAX_QPATH];
+       int EXpk3SoundsN = 0;
+       char EXpk3Sounds[2048][MAX_QPATH];
+       int EXpk3ShaderfilesN = 0;
+       char EXpk3Shaderfiles[512][MAX_QPATH];
+       int EXpk3VideosN = 0;
+       char EXpk3Videos[512][MAX_QPATH];
+
+       char exName[ 1024 ];
+       byte *buffer;
+       int size;
+
+       strcpy( exName, q3map2path );
+       char *cut = strrchr( exName, '\\' );
+       char *cut2 = strrchr( exName, '/' );
+       if ( cut == NULL && cut2 == NULL ){
+               Sys_Printf( "WARNING: Unable to load exclusions file.\n" );
+               goto skipEXfile;
+       }
+       if ( cut2 > cut ) cut = cut2;
+       //cut++;
+       cut[1] = '\0';
+       strcat( exName, game->arg );
+       strcat( exName, ".exclude" );
+
+       Sys_Printf( "Loading %s\n", exName );
+       size = TryLoadFile( exName, (void**) &buffer );
+       if ( size <= 0 ) {
+               Sys_Printf( "WARNING: Unable to find exclusions file %s.\n", exName );
+               goto skipEXfile;
+       }
+
+       /* parse the file */
+       ParseFromMemory( (char *) buffer, size );
+
+       /* blocks pointers */
+       //int *exptrN;
+       //char *exptr[512][64];
+
+
+       /* tokenize it */
+       while ( 1 )
+       {
+               /* test for end of file */
+               if ( !GetToken( qtrue ) ) {
+                       break;
+               }
+
+               /* blocks */
+               if ( !stricmp( token, "textures" ) ){
+                       parseEXblock ( EXpk3Textures, &EXpk3TexturesN, exName );
+               }
+               else if ( !stricmp( token, "shaders" ) ){
+                       parseEXblock ( EXpk3Shaders, &EXpk3ShadersN, exName );
+               }
+               else if ( !stricmp( token, "shaderfiles" ) ){
+                       parseEXblock ( EXpk3Shaderfiles, &EXpk3ShaderfilesN, exName );
+               }
+               else if ( !stricmp( token, "sounds" ) ){
+                       parseEXblock ( EXpk3Sounds, &EXpk3SoundsN, exName );
+               }
+               else if ( !stricmp( token, "videos" ) ){
+                       parseEXblock ( EXpk3Videos, &EXpk3VideosN, exName );
+               }
+               else{
+                       Error( "ReadExclusionsFile: %s, line %d: unknown block name!\nValid ones are: textures, shaders, shaderfiles, sounds, videos.", exName, scriptline );
+               }
+       }
+
+       /* free the buffer */
+       free( buffer );
+
+skipEXfile:
+
+       if( dbg ){
+               Sys_Printf( "\tEXpk3Textures....%i\n", EXpk3TexturesN );
+               for ( i = 0; i < EXpk3TexturesN; i++ ) Sys_Printf( "%s\n", EXpk3Textures[i] );
+               Sys_Printf( "\tEXpk3Shaders....%i\n", EXpk3ShadersN );
+               for ( i = 0; i < EXpk3ShadersN; i++ ) Sys_Printf( "%s\n", EXpk3Shaders[i] );
+               Sys_Printf( "\tEXpk3Shaderfiles....%i\n", EXpk3ShaderfilesN );
+               for ( i = 0; i < EXpk3ShaderfilesN; i++ ) Sys_Printf( "%s\n", EXpk3Shaderfiles[i] );
+               Sys_Printf( "\tEXpk3Sounds....%i\n", EXpk3SoundsN );
+               for ( i = 0; i < EXpk3SoundsN; i++ ) Sys_Printf( "%s\n", EXpk3Sounds[i] );
+               Sys_Printf( "\tEXpk3Videos....%i\n", EXpk3VideosN );
+               for ( i = 0; i < EXpk3VideosN; i++ ) Sys_Printf( "%s\n", EXpk3Videos[i] );
+       }
+
+       char temp[ 1024 ];
+
+       //Parse Shader Files
+       for ( i = 0; i < pk3ShaderfilesN; i++ ){
+               qboolean wantShader = qfalse;
+               qboolean wantShaderFile = qfalse;
+               char shadername[ 1024 ];
+               char lastwantedShader[ 1024 ];
+
+
+               /* load the shader */
+               sprintf( temp, "%s/%s", game->shaderPath, pk3Shaderfiles[ i ] );
+               LoadScriptFile( temp, 0 );
+
+               /* tokenize it */
+               while ( 1 )
+               {
+                       /* test for end of file */
+                       if ( !GetToken( qtrue ) ) {
+                               break;
+                       }
+                       //dump shader names
+                       if( dbg ) Sys_Printf( "%s\n", token );
+
+                       /* do wanna le shader? */
+                       wantShader = qfalse;
+                       for ( j = 0; j < pk3ShadersN; j++ ){
+                               if ( !stricmp( pk3Shaders[j], token) ){
+                                       strcpy ( shadername, pk3Shaders[j] );
+                                       pk3Shaders[j][0] = '\0';
+                                       wantShader = qtrue;
+                                       break;
+                               }
+                       }
+
+                       /* handle { } section */
+                       if ( !GetToken( qtrue ) ) {
+                               break;
+                       }
+                       if ( strcmp( token, "{" ) ) {
+                                       Error( "ParseShaderFile: %s, line %d: { not found!\nFound instead: %s",
+                                               temp, scriptline, token );
+                       }
+
+                       while ( 1 )
                        {
-                               help_funcs[i]();
-                               return;
+                               /* get the next token */
+                               if ( !GetToken( qtrue ) ) {
+                                       break;
+                               }
+                               if ( !strcmp( token, "}" ) ) {
+                                       break;
+                               }
+
+
+                               /* -----------------------------------------------------------------
+                               shader stages (passes)
+                               ----------------------------------------------------------------- */
+
+                               /* parse stage directives */
+                               if ( !strcmp( token, "{" ) ) {
+                                       while ( 1 )
+                                       {
+                                               if ( !GetToken( qtrue ) ) {
+                                                       break;
+                                               }
+                                               if ( !strcmp( token, "}" ) ) {
+                                                       break;
+                                               }
+                                               if ( !wantShader ) continue;
+
+                                               /* digest any images */
+                                               if ( !stricmp( token, "map" ) ||
+                                                       !stricmp( token, "clampMap" ) ) {
+
+                                                       /* get an image */
+                                                       GetToken( qfalse );
+                                                       if ( token[ 0 ] != '*' && token[ 0 ] != '$' ) {
+                                                               tex2list( pk3Textures, &pk3TexturesN, EXpk3Textures, &EXpk3TexturesN );
+                                                       }
+                                               }
+                                               else if ( !stricmp( token, "animMap" ) ||
+                                                       !stricmp( token, "clampAnimMap" ) ) {
+                                                       GetToken( qfalse );// skip num
+                                                       while ( TokenAvailable() ){
+                                                               GetToken( qfalse );
+                                                               tex2list( pk3Textures, &pk3TexturesN, EXpk3Textures, &EXpk3TexturesN );
+                                                       }
+                                               }
+                                               else if ( !stricmp( token, "videoMap" ) ){
+                                                       GetToken( qfalse );
+                                                       FixDOSName( token );
+                                                       if ( strchr( token, "/" ) == NULL ){
+                                                               sprintf( temp, "video/%s", token );
+                                                               strcpy( token, temp );
+                                                       }
+                                                       for ( j = 0; j < pk3VideosN; j++ ){
+                                                               if ( !stricmp( pk3Videos[j], token ) ){
+                                                                       goto away;
+                                                               }
+                                                       }
+                                                       for ( j = 0; j < EXpk3VideosN; j++ ){
+                                                               if ( !stricmp( EXpk3Videos[j], token ) ){
+                                                                       goto away;
+                                                               }
+                                                       }
+                                                       strcpy ( pk3Videos[pk3VideosN], token );
+                                                       pk3VideosN++;
+                                                       away:
+                                                       j = 0;
+                                               }
+                                       }
+                               }
+                               /* skip to the next shader */
+                               else if ( !wantShader ) continue;
+
+                               /* -----------------------------------------------------------------
+                               surfaceparm * directives
+                               ----------------------------------------------------------------- */
+
+                               /* match surfaceparm */
+                               else if ( !stricmp( token, "surfaceparm" ) ) {
+                                       GetToken( qfalse );
+                                       if ( !stricmp( token, "nodraw" ) ) {
+                                               wantShader = qfalse;
+                                       }
+                               }
+
+                               /* skyparms <outer image> <cloud height> <inner image> */
+                               else if ( !stricmp( token, "skyParms" ) ) {
+                                       /* get image base */
+                                       GetToken( qfalse );
+
+                                       /* ignore bogus paths */
+                                       if ( stricmp( token, "-" ) && stricmp( token, "full" ) ) {
+                                               strcpy ( temp, token );
+                                               sprintf( token, "%s_up", temp );
+                                               tex2list( pk3Textures, &pk3TexturesN, EXpk3Textures, &EXpk3TexturesN );
+                                               sprintf( token, "%s_dn", temp );
+                                               tex2list( pk3Textures, &pk3TexturesN, EXpk3Textures, &EXpk3TexturesN );
+                                               sprintf( token, "%s_lf", temp );
+                                               tex2list( pk3Textures, &pk3TexturesN, EXpk3Textures, &EXpk3TexturesN );
+                                               sprintf( token, "%s_rt", temp );
+                                               tex2list( pk3Textures, &pk3TexturesN, EXpk3Textures, &EXpk3TexturesN );
+                                               sprintf( token, "%s_bk", temp );
+                                               tex2list( pk3Textures, &pk3TexturesN, EXpk3Textures, &EXpk3TexturesN );
+                                               sprintf( token, "%s_ft", temp );
+                                               tex2list( pk3Textures, &pk3TexturesN, EXpk3Textures, &EXpk3TexturesN );
+                                       }
+                                       /* skip rest of line */
+                                       GetToken( qfalse );
+                                       GetToken( qfalse );
+                               }
+                       }
+                       //exclude shader
+                       if ( wantShader ){
+                               for ( j = 0; j < EXpk3ShadersN; j++ ){
+                                       if ( !stricmp( EXpk3Shaders[j], shadername ) ){
+                                               wantShader = qfalse;
+                                               break;
+                                       }
+                               }
+                               /* shouldnt make shaders for shipped with the game textures aswell */
+                               if ( wantShader ){
+                                       for ( j = 0; j < EXpk3TexturesN; j++ ){
+                                               if ( !stricmp( EXpk3Textures[j], shadername ) ){
+                                                       wantShader = qfalse;
+                                                       break;
+                                               }
+                                       }
+                               }
+                               if ( wantShader ){
+                                       wantShaderFile = qtrue;
+                                       strcpy( lastwantedShader, shadername );
+                               }
                        }
+               }
+               //exclude shader file
+               if ( wantShaderFile ){
+                       for ( j = 0; j < EXpk3ShaderfilesN; j++ ){
+                               if ( !stricmp( EXpk3Shaderfiles[j], pk3Shaderfiles[ i ] ) ){
+                                       Sys_Printf( "WARNING: excluded shader %s, since it was located in restricted shader file: %s\n", lastwantedShader, pk3Shaderfiles[i] );
+                                       pk3Shaderfiles[ i ][0] = '\0';
+                                       break;
+                               }
+                       }
+               }
+               else {
+                       pk3Shaderfiles[ i ][0] = '\0';
+               }
+
+       }
+
+
+
+/* exclude stuff */
+//pure textures (shader ones are done)
+       for ( i = 0; i < pk3ShadersN; i++ ){
+               if ( pk3Shaders[i][0] != '\0' ){
+                       FixDOSName( pk3Shaders[i] );
+                       for ( j = 0; j < pk3TexturesN; j++ ){
+                               if ( !stricmp( pk3Shaders[i], pk3Textures[j] ) ){
+                                       pk3Shaders[i][0] = '\0';
+                                       break;
+                               }
+                       }
+                       if ( pk3Shaders[i][0] == '\0' ) continue;
+                       for ( j = 0; j < EXpk3TexturesN; j++ ){
+                               if ( !stricmp( pk3Shaders[i], EXpk3Textures[j] ) ){
+                                       pk3Shaders[i][0] = '\0';
+                                       break;
+                               }
+                       }
+               }
+       }
+
+//snds
+       for ( i = 0; i < pk3SoundsN; i++ ){
+               FixDOSName( pk3Sounds[i] );
+               for ( j = 0; j < EXpk3SoundsN; j++ ){
+                       if ( !stricmp( pk3Sounds[i], EXpk3Sounds[j] ) ){
+                               pk3Sounds[i][0] = '\0';
+                               break;
+                       }
+               }
        }
 
-       HelpOptions("Stages", 0, 80, stages, sizeof(stages)/sizeof(struct HelpOption));
+       if( dbg ){
+               Sys_Printf( "\tShader referenced textures....%i\n", pk3TexturesN );
+               for ( i = 0; i < pk3TexturesN; i++ ){
+                       Sys_Printf( "%s\n", pk3Textures[i] );
+               }
+               Sys_Printf( "\tShader files....\n" );
+               for ( i = 0; i < pk3ShaderfilesN; i++ ){
+                       if ( pk3Shaderfiles[i][0] != '\0' ) Sys_Printf( "%s\n", pk3Shaderfiles[i] );
+               }
+               Sys_Printf( "\tPure textures....\n" );
+               for ( i = 0; i < pk3ShadersN; i++ ){
+                       if ( pk3Shaders[i][0] != '\0' ) Sys_Printf( "%s\n", pk3Shaders[i] );
+               }
+       }
+
+
+
+       sprintf( packname, "%s/%s_autopacked.pk3", EnginePath, nameOFmap );
+       remove( packname );
+
+       Sys_Printf( "--- ZipZip ---\n" );
+
+       Sys_Printf( "\n\tShader referenced textures....\n" );
+
+       for ( i = 0; i < pk3TexturesN; i++ ){
+               if ( png ){
+                       sprintf( temp, "%s.png", pk3Textures[i] );
+                       if ( vfsPackFile( temp, packname ) ){
+                               Sys_Printf( "++%s\n", temp );
+                               continue;
+                       }
+               }
+               sprintf( temp, "%s.tga", pk3Textures[i] );
+               if ( vfsPackFile( temp, packname ) ){
+                       Sys_Printf( "++%s\n", temp );
+                       continue;
+               }
+               sprintf( temp, "%s.jpg", pk3Textures[i] );
+               if ( vfsPackFile( temp, packname ) ){
+                       Sys_Printf( "++%s\n", temp );
+                       continue;
+               }
+               Sys_Printf( "  !FAIL! %s\n", pk3Textures[i] );
+       }
+
+       Sys_Printf( "\n\tPure textures....\n" );
+
+       for ( i = 0; i < pk3ShadersN; i++ ){
+               if ( pk3Shaders[i][0] != '\0' ){
+                       if ( png ){
+                               sprintf( temp, "%s.png", pk3Shaders[i] );
+                               if ( vfsPackFile( temp, packname ) ){
+                                       Sys_Printf( "++%s\n", temp );
+                                       continue;
+                               }
+                       }
+                       sprintf( temp, "%s.tga", pk3Shaders[i] );
+                       if ( vfsPackFile( temp, packname ) ){
+                               Sys_Printf( "++%s\n", temp );
+                               continue;
+                       }
+                       sprintf( temp, "%s.jpg", pk3Shaders[i] );
+                       if ( vfsPackFile( temp, packname ) ){
+                               Sys_Printf( "++%s\n", temp );
+                               continue;
+                       }
+                       Sys_Printf( "  !FAIL! %s\n", pk3Shaders[i] );
+               }
+       }
+
+       Sys_Printf( "\n\tShaizers....\n" );
+
+       for ( i = 0; i < pk3ShaderfilesN; i++ ){
+               if ( pk3Shaderfiles[i][0] != '\0' ){
+                       sprintf( temp, "%s/%s", game->shaderPath, pk3Shaderfiles[ i ] );
+                       if ( vfsPackFile( temp, packname ) ){
+                               Sys_Printf( "++%s\n", temp );
+                               continue;
+                       }
+                       Sys_Printf( "  !FAIL! %s\n", pk3Shaders[i] );
+               }
+       }
+
+       Sys_Printf( "\n\tSounds....\n" );
+
+       for ( i = 0; i < pk3SoundsN; i++ ){
+               if ( pk3Sounds[i][0] != '\0' ){
+                       if ( vfsPackFile( pk3Sounds[ i ], packname ) ){
+                               Sys_Printf( "++%s\n", pk3Sounds[ i ] );
+                               continue;
+                       }
+                       Sys_Printf( "  !FAIL! %s\n", pk3Sounds[i] );
+               }
+       }
+
+       Sys_Printf( "\n\tVideos....\n" );
+
+       for ( i = 0; i < pk3VideosN; i++ ){
+               if ( vfsPackFile( pk3Videos[i], packname ) ){
+                       Sys_Printf( "++%s\n", pk3Videos[i] );
+                       continue;
+               }
+               Sys_Printf( "  !FAIL! %s\n", pk3Videos[i] );
+       }
+
+       Sys_Printf( "\n\t.\n" );
+
+       sprintf( temp, "maps/%s.bsp", nameOFmap );
+       if ( vfsPackFile( temp, packname ) ){
+                       Sys_Printf( "++%s\n", temp );
+               }
+       else{
+               Sys_Printf( "  !FAIL! %s\n", temp );
+       }
+
+       sprintf( temp, "maps/%s.aas", nameOFmap );
+       if ( vfsPackFile( temp, packname ) ){
+                       Sys_Printf( "++%s\n", temp );
+               }
+       else{
+               Sys_Printf( "  !FAIL! %s\n", temp );
+       }
+
+       sprintf( temp, "scripts/%s.arena", nameOFmap );
+       if ( vfsPackFile( temp, packname ) ){
+                       Sys_Printf( "++%s\n", temp );
+               }
+       else{
+               Sys_Printf( "  !FAIL! %s\n", temp );
+       }
+
+       sprintf( temp, "scripts/%s.defi", nameOFmap );
+       if ( vfsPackFile( temp, packname ) ){
+                       Sys_Printf( "++%s\n", temp );
+               }
+       else{
+               Sys_Printf( "  !FAIL! %s\n", temp );
+       }
+
+       Sys_Printf( "\nSaved to %s\n", packname );
+       /* return to sender */
+       return 0;
 }
 
+
 /*
    main()
    q3map mojo...
@@ -535,6 +949,7 @@ void Help(const char* arg)
 int main( int argc, char **argv ){
        int i, r;
        double start, end;
+       extern qboolean werror;
 
 
        /* we want consistent 'randomness' */
@@ -555,7 +970,7 @@ int main( int argc, char **argv ){
                /* -help */
                if ( !strcmp( argv[ i ], "-h" ) || !strcmp( argv[ i ], "--help" )
                        || !strcmp( argv[ i ], "-help" ) ) {
-                       Help(argv[i+1]);
+                       HelpMain(argv[i+1]);
                        return 0;
                }
 
@@ -581,6 +996,12 @@ int main( int argc, char **argv ){
                        argv[ i ] = NULL;
                }
 
+               /* make all warnings into errors */
+               else if ( !strcmp( argv[ i ], "-werror" ) ) {
+                       werror = qtrue;
+                       argv[ i ] = NULL;
+               }
+
                /* patch subdivisions */
                else if ( !strcmp( argv[ i ], "-subdivisions" ) ) {
                        argv[ i ] = NULL;
@@ -599,6 +1020,14 @@ int main( int argc, char **argv ){
                        numthreads = atoi( argv[ i ] );
                        argv[ i ] = NULL;
                }
+
+               else if( !strcmp( argv[ i ], "-nocmdline" ) )
+               {
+                       Sys_Printf( "noCmdLine\n" );
+                       nocmdline = qtrue;
+                       argv[ i ] = NULL;
+               }
+
        }
 
        /* init model library */
@@ -626,6 +1055,9 @@ int main( int argc, char **argv ){
        Sys_Printf( "Q3Map (ydnar) - v" Q3MAP_VERSION "\n" );
        Sys_Printf( "NetRadiant    - v" RADIANT_VERSION " " __DATE__ " " __TIME__ "\n" );
        Sys_Printf( "%s\n", Q3MAP_MOTD );
+       Sys_Printf( "%s\n", argv[0] );
+
+       strcpy( q3map2path, argv[0] );//fuer autoPack func
 
        /* ydnar: new path initialization */
        InitPaths( &argc, argv );
@@ -642,17 +1074,17 @@ int main( int argc, char **argv ){
 
        /* fixaas */
        if ( !strcmp( argv[ 1 ], "-fixaas" ) ) {
-               r = FixAAS( argc - 1, argv + 1 );
+               r = FixAASMain( argc - 1, argv + 1 );
        }
 
        /* analyze */
        else if ( !strcmp( argv[ 1 ], "-analyze" ) ) {
-               r = AnalyzeBSP( argc - 1, argv + 1 );
+               r = AnalyzeBSPMain( argc - 1, argv + 1 );
        }
 
        /* info */
        else if ( !strcmp( argv[ 1 ], "-info" ) ) {
-               r = BSPInfo( argc - 2, argv + 2 );
+               r = BSPInfoMain( argc - 2, argv + 2 );
        }
 
        /* vis */
@@ -667,11 +1099,16 @@ int main( int argc, char **argv ){
 
        /* vlight */
        else if ( !strcmp( argv[ 1 ], "-vlight" ) ) {
-               Sys_Printf( "WARNING: VLight is no longer supported, defaulting to -light -fast instead\n\n" );
+               Sys_FPrintf( SYS_WRN, "WARNING: VLight is no longer supported, defaulting to -light -fast instead\n\n" );
                argv[ 1 ] = "-fast";    /* eek a hack */
                r = LightMain( argc, argv );
        }
 
+       /* QBall: export entities */
+       else if ( !strcmp( argv[ 1 ], "-exportents" ) ) {
+               r = ExportEntitiesMain( argc - 1, argv + 1 );
+       }
+
        /* ydnar: lightmap export */
        else if ( !strcmp( argv[ 1 ], "-export" ) ) {
                r = ExportLightmapsMain( argc - 1, argv + 1 );
@@ -687,6 +1124,16 @@ int main( int argc, char **argv ){
                r = ScaleBSPMain( argc - 1, argv + 1 );
        }
 
+       /* bsp shifting */
+       else if ( !strcmp( argv[ 1 ], "-shift" ) ) {
+               r = ShiftBSPMain( argc - 1, argv + 1 );
+       }
+
+       /* autopacking */
+       else if ( !strcmp( argv[ 1 ], "-pk3" ) ) {
+               r = pk3BSPMain( argc - 1, argv + 1 );
+       }
+
        /* ydnar: bsp conversion */
        else if ( !strcmp( argv[ 1 ], "-convert" ) ) {
                r = ConvertBSPMain( argc - 1, argv + 1 );