* new area lights backsplash algorithm ( by Jelvan ), hijacking temp area lights ( to simulate volumetric behavior of source ones )
* fix: create backsplash for area lights, while q3map_lightsubdivide'ing too
* no backsplash for area lights, if surf == sky
* report patches count in -info
* -exportents to exports entities to a .ent file
* unvanquished game support
* -fs_basepath: can be used more than once to look in multiple paths (Sets the given path as main directory of the game)
* -fs_game: can be used more than once (Sets a different game directory name (default for Q3A: baseq3))
* -fs_pakpath <dir>: Specify additional custom path to assets (can be used more than once to look in multiple paths)
* fix undocumented unexpected LokiInitPaths
* -help option (-h, --help)
tools/quake3/q3map2/convert_obj.o \
tools/quake3/q3map2/convert_map.o \
tools/quake3/q3map2/decals.o \
+ tools/quake3/q3map2/exportents.o \
tools/quake3/q3map2/facebsp.o \
tools/quake3/q3map2/fog.o \
+ tools/quake3/q3map2/help.o \
tools/quake3/q3map2/image.o \
tools/quake3/q3map2/leakfile.o \
tools/quake3/q3map2/light_bounce.o \
if ( numEntities <= 0 ) {
ParseEntities();
}
-
+ int patchCount = 0;
+ bspDrawSurface_t *s;
+ for ( s = bspDrawSurfaces; s != bspDrawSurfaces + numBSPDrawSurfaces; ++s ){
+ if ( s->surfaceType == MST_PATCH )
+ ++patchCount;
+ }
/* note that this is abstracted */
Sys_Printf( "Abstracted BSP file components (*actual sizes may differ)\n" );
Sys_Printf( "%9d drawsurfaces %9d *\n",
numBSPDrawSurfaces, (int) ( numBSPDrawSurfaces * sizeof( *bspDrawSurfaces ) ) );
+ Sys_Printf( "%9d patchsurfaces \n",
+ patchCount );
Sys_Printf( "%9d drawverts %9d *\n",
numBSPDrawVerts, (int) ( numBSPDrawVerts * sizeof( *bspDrawVerts ) ) );
Sys_Printf( "%9d drawindexes %9d\n",
--- /dev/null
+/* -------------------------------------------------------------------------------
+
+ Copyright (C) 1999-2013 id Software, Inc. and contributors.
+ For a list of contributors, see the accompanying CONTRIBUTORS file.
+
+ 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 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
+
+ ----------------------------------------------------------------------------------
+
+ 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."
+
+ ------------------------------------------------------------------------------- */
+
+
+
+/* marker */
+#define EXPORTENTS_C
+
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+
+
+/* -------------------------------------------------------------------------------
+
+ this file contains code that exports entities to a .ent file.
+
+ ------------------------------------------------------------------------------- */
+
+/*
+ ExportEntities()
+ exports the entities to a text file (.ent)
+ */
+
+void ExportEntities( void ){
+ char filename[ 1024 ];
+ FILE *file;
+
+ /* note it */
+ Sys_FPrintf( SYS_VRB, "--- ExportEntities ---\n" );
+
+ /* do some path mangling */
+ strcpy( filename, source );
+ StripExtension( filename );
+ strcat( filename, ".ent" );
+
+ /* sanity check */
+ if ( bspEntData == NULL || bspEntDataSize == 0 ) {
+ Sys_Printf( "WARNING: No BSP entity data. aborting...\n" );
+ return;
+ }
+
+ /* write it */
+ Sys_Printf( "Writing %s\n", filename );
+ Sys_FPrintf( SYS_VRB, "(%d bytes)\n", bspEntDataSize );
+ file = fopen( filename, "w" );
+
+ if ( file == NULL ) {
+ Error( "Unable to open %s for writing", filename );
+ }
+
+ fprintf( file, "%s\n", bspEntData );
+ fclose( file );
+}
+
+
+
+/*
+ ExportEntitiesMain()
+ exports the entities to a text file (.ent)
+ */
+
+int ExportEntitiesMain( int argc, char **argv ){
+ /* arg checking */
+ if ( argc < 1 ) {
+ Sys_Printf( "Usage: q3map -exportents [-v] <mapname>\n" );
+ return 0;
+ }
+
+ /* 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 );
+
+ /* export the lightmaps */
+ ExportEntities();
+
+ /* return to sender */
+ return 0;
+}
\ No newline at end of file
--- /dev/null
+/* -------------------------------------------------------------------------------
+
+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.
+
+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.
+
+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."
+
+------------------------------------------------------------------------------- */
+
+/* Derived from Tremulous support by LinuxManMikeC */
+
+
+/* marker */
+#ifndef GAME_UNVANQUISHED_H
+#define GAME_UNVANQUISHED_H
+
+
+
+/* -------------------------------------------------------------------------------
+
+content and surface flags - also uses defines from game_quake3.h
+
+------------------------------------------------------------------------------- */
+
+#define UNV_CONT_NOALIENBUILD 0x1000
+#define UNV_CONT_NOHUMANBUILD 0x2000
+#define UNV_CONT_NOBUILD 0x4000
+
+#define UNV_SURF_NOALIENBUILDSURFACE 0x80000
+#define UNV_SURF_NOHUMANBUILDSURFACE 0x100000
+#define UNV_SURF_NOBUILDSURFACE 0x200000
+
+
+
+/* -------------------------------------------------------------------------------
+
+game_t struct
+
+------------------------------------------------------------------------------- */
+
+{
+ "unvanquished", /* -game x */
+ "pkg", /* default base game data dir */
+ ".unvanquished", /* unix home sub-dir */
+ "unvanquished", /* magic path word */
+ "scripts", /* shader directory */
+ 1048575, /* max lightmapped surface verts */
+ 1048575, /* max surface verts */
+ 1048575, /* max surface indexes */
+ qfalse, /* flares */
+ "flareshader", /* default flare shader */
+ qfalse, /* wolf lighting model? */
+ 128, /* lightmap width/height */
+ 1.0f, /* lightmap gamma */
+ qfalse, /* lightmap sRGB */
+ qfalse, /* texture sRGB */
+ qfalse, /* color sRGB */
+ 0.0f, /* lightmap exposure */
+ 1.0f, /* lightmap compensate */
+ 1.0f, /* lightgrid scale */
+ 1.0f, /* lightgrid ambient scale */
+ qfalse, /* light angle attenuation uses half-lambert curve */
+ qfalse, /* disable shader lightstyles hack */
+ qtrue, /* keep light entities on bsp */
+ 8, /* default patchMeta subdivisions tolerance */
+ qfalse, /* patch casting enabled */
+ qfalse, /* compile deluxemaps */
+ 1, /* deluxemaps default mode */
+ 512, /* minimap size */
+ 1.0f, /* minimap sharpener */
+ 0.0f, /* minimap border */
+ qtrue, /* minimap keep aspect */
+ MINIMAP_MODE_BLACK, /* minimap mode */
+ "../minimaps/%s.tga", /* minimap name format */
+ "IBSP", /* bsp file prefix */
+ 46, /* bsp file version */
+ qfalse, /* cod-style lump len/ofs order */
+ LoadIBSPFile, /* bsp load function */
+ WriteIBSPFile, /* bsp write function */
+
+ {
+ /* name contentFlags contentFlagsClear surfaceFlags surfaceFlagsClear compileFlags compileFlagsClear */
+
+ /* default */
+ { "default", Q_CONT_SOLID, -1, 0, -1, C_SOLID, -1 },
+
+ /* ydnar */
+ { "lightgrid", 0, 0, 0, 0, C_LIGHTGRID, 0 },
+ { "antiportal", 0, 0, 0, 0, C_ANTIPORTAL, 0 },
+ { "skip", 0, 0, 0, 0, C_SKIP, 0 },
+
+ /* compiler */
+ { "origin", Q_CONT_ORIGIN, Q_CONT_SOLID, 0, 0, C_ORIGIN | C_TRANSLUCENT, C_SOLID },
+ { "areaportal", Q_CONT_AREAPORTAL, Q_CONT_SOLID, 0, 0, C_AREAPORTAL | C_TRANSLUCENT, C_SOLID },
+ { "trans", Q_CONT_TRANSLUCENT, 0, 0, 0, C_TRANSLUCENT, 0 },
+ { "detail", Q_CONT_DETAIL, 0, 0, 0, C_DETAIL, 0 },
+ { "structural", Q_CONT_STRUCTURAL, 0, 0, 0, C_STRUCTURAL, 0 },
+ { "hint", 0, 0, Q_SURF_HINT, 0, C_HINT, 0 },
+ { "nodraw", 0, 0, Q_SURF_NODRAW, 0, C_NODRAW, 0 },
+
+ { "alphashadow", 0, 0, Q_SURF_ALPHASHADOW, 0, C_ALPHASHADOW | C_TRANSLUCENT, 0 },
+ { "lightfilter", 0, 0, Q_SURF_LIGHTFILTER, 0, C_LIGHTFILTER | C_TRANSLUCENT, 0 },
+ { "nolightmap", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
+ { "pointlight", 0, 0, Q_SURF_VERTEXLIT, 0, C_VERTEXLIT, 0 },
+
+ /* game */
+ { "nonsolid", 0, Q_CONT_SOLID, Q_SURF_NONSOLID, 0, 0, C_SOLID },
+
+ { "trigger", Q_CONT_TRIGGER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
+
+ { "water", Q_CONT_WATER, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
+ { "slime", Q_CONT_SLIME, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
+ { "lava", Q_CONT_LAVA, Q_CONT_SOLID, 0, 0, C_LIQUID | C_TRANSLUCENT, C_SOLID },
+
+ { "playerclip", Q_CONT_PLAYERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
+ { "monsterclip", Q_CONT_MONSTERCLIP, Q_CONT_SOLID, 0, 0, C_DETAIL | C_TRANSLUCENT, C_SOLID },
+ { "nodrop", Q_CONT_NODROP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
+
+ { "clusterportal", Q_CONT_CLUSTERPORTAL, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
+ { "donotenter", Q_CONT_DONOTENTER, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
+ { "botclip", Q_CONT_BOTCLIP, Q_CONT_SOLID, 0, 0, C_TRANSLUCENT, C_SOLID },
+
+ { "fog", Q_CONT_FOG, Q_CONT_SOLID, 0, 0, C_FOG, C_SOLID },
+ { "sky", 0, 0, Q_SURF_SKY, 0, C_SKY, 0 },
+
+ { "slick", 0, 0, Q_SURF_SLICK, 0, 0, 0 },
+
+ { "noimpact", 0, 0, Q_SURF_NOIMPACT, 0, 0, 0 },
+ { "nomarks", 0, 0, Q_SURF_NOMARKS, 0, C_NOMARKS, 0 },
+ { "ladder", 0, 0, Q_SURF_LADDER, 0, 0, 0 },
+ { "nodamage", 0, 0, Q_SURF_NODAMAGE, 0, 0, 0 },
+ { "metalsteps", 0, 0, Q_SURF_METALSTEPS, 0, 0, 0 },
+ { "flesh", 0, 0, Q_SURF_FLESH, 0, 0, 0 },
+ { "nosteps", 0, 0, Q_SURF_NOSTEPS, 0, 0, 0 },
+ { "nodlight", 0, 0, Q_SURF_NODLIGHT, 0, 0, 0 },
+ { "dust", 0, 0, Q_SURF_DUST, 0, 0, 0 },
+
+ /* unvanquished */
+ {"noalienbuild", UNV_CONT_NOALIENBUILD, 0, 0, 0, 0, 0 },
+ {"nohumanbuild", UNV_CONT_NOHUMANBUILD, 0, 0, 0, 0, 0 },
+ {"nobuild", UNV_CONT_NOBUILD, 0, 0, 0, 0, 0 },
+
+ {"noalienbuildsurface", 0, 0, UNV_SURF_NOALIENBUILDSURFACE, 0, 0, 0 },
+ {"nohumanbuildsurface", 0, 0, UNV_SURF_NOHUMANBUILDSURFACE, 0, 0, 0 },
+ {"nobuildsurface", 0, 0, UNV_SURF_NOBUILDSURFACE, 0, 0, 0 },
+
+ /* null */
+ { NULL, 0, 0, 0, 0, 0, 0 }
+ }
+}
+
+/* end marker */
+#endif
--- /dev/null
+/* -------------------------------------------------------------------------------
+
+ 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.
+
+ 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.
+
+ 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."
+
+ ------------------------------------------------------------------------------- */
+
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+
+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;
+
+ int i;
+ for ( i = 0; i < count; 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);
+ }
+ else if ( j < descsz )
+ {
+ printf("%s%26c%s\n",indent,' ',options[i].description+j);
+ }
+ }
+
+ putchar('\n');
+
+ free(indent);
+}
+
+void HelpBsp()
+{
+ struct HelpOption bsp[] = {
+ {"-bsp <filename.map>", "Switch that enters this stage"},
+ {"-altsplit", "Alternate BSP tree splitting weights (should give more fps)"},
+ {"-bspfile <filename.bsp>", "BSP file to write"},
+ {"-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"},
+ {"-linefile <filename.lin>", "Line file to write"},
+ {"-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"},
+ {"-prtfile <filename.prt>", "Portal file to write"},
+ {"-rename", "Append 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"},
+ {"-srffile <filename.srf>", "Surface file to write"},
+ {"-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)"},
+ {"-prtfile <filename.prt>", "Portal file to read"},
+ {"-saveprt", "Keep the Portal 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"},
+ {"-bspfile <filename.bsp>", "BSP file to write"},
+ {"-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`"},
+ {"-fastallocate", "Use `-fastallocate` to trade lightmap size against allocation time (useful with hi res lightmaps on large maps: reduce allocation time from days to minutes for only some extra bytes)"},
+ {"-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`"},
+ {"-srffile <filename.srf>", "Surface file to read"},
+ {"-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 HelpAnalyze()
+{
+ struct HelpOption analyze[] = {
+ {"-analyze <filename.bsp>", "Switch that enters this mode"},
+ {"-lumpswap", "Swap byte order in the lumps"},
+ };
+
+ HelpOptions("Analyzing BSP-like file structure", 0, 80, analyze, sizeof(analyze)/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));
+}
+
+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));
+}
+
+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));
+}
+
+void HelpExportEnts()
+{
+ struct HelpOption exportents[] = {
+ {"-exportents <filename.bsp>", "Exports the entities to a text file (.ent)"},
+ };
+ HelpOptions("ExportEnts Stage", 0, 80, exportents, sizeof(exportents)/sizeof(struct HelpOption));
+}
+
+void HelpFixaas()
+{
+ struct HelpOption fixaas[] = {
+ {"-fixaas <filename.bsp>", "Switch that enters this mode"},
+ };
+
+ HelpOptions("Fixing AAS checksum", 0, 80, fixaas, sizeof(fixaas)/sizeof(struct HelpOption));
+}
+
+void HelpInfo()
+{
+ struct HelpOption info[] = {
+ {"-info <filename.bsp>", "Switch that enters this mode"},
+ };
+
+ HelpOptions("Get info about BSP file", 0, 80, info, sizeof(info)/sizeof(struct HelpOption));
+}
+
+void HelpImport()
+{
+ struct HelpOption import[] = {
+ {"-import <filename.bsp>", "Copies lightmaps from `filename/lightmap_0000.tga` ff into the BSP"},
+ };
+
+ 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, can be used more than once)"},
+ {"-fs_homebase <dir>", "Specifies where the user home directory name is on Linux (default for Q3A: .q3a)"},
+ {"-fs_pakpath <dir>", "Specify a package directory (can be used more than once to look in multiple paths)"},
+ {"-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));
+
+}
+
+void HelpMain(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"},
+ {"-analyze", "Analyzing BSP-like file structure"},
+ {"-scale", "Scaling"},
+ {"-convert", "Converting & Decompiling"},
+ {"-export", "Exporting lightmaps"},
+ {"-exportents", "Exporting entities"},
+ {"-fixaas", "Fixing AAS checksum"},
+ {"-info", "Get info about BSP file"},
+ {"-import", "Importing lightmaps"},
+ {"-minimap", "MiniMap"},
+ };
+ void(*help_funcs[])() = {
+ HelpBsp,
+ HelpVis,
+ HelpLight,
+ HelpAnalyze,
+ HelpScale,
+ HelpConvert,
+ HelpExport,
+ HelpExportEnts,
+ HelpFixaas,
+ HelpInfo,
+ HelpImport,
+ HelpMinimap,
+ };
+
+ if ( arg && strlen(arg) > 0 )
+ {
+ if ( arg[0] == '-' )
+ arg++;
+
+ unsigned i;
+ for ( i = 0; i < sizeof(stages)/sizeof(struct HelpOption); i++ )
+ if ( strcmp(arg, stages[i].name+1) == 0 )
+ {
+ help_funcs[i]();
+ return;
+ }
+ }
+
+ HelpOptions("Stages", 0, 80, stages, sizeof(stages)/sizeof(struct HelpOption));
+}
#define RADIOSITY_MIN 0.0001f
#define RADIOSITY_CLIP_EPSILON 0.125f
+
+
static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm, shaderInfo_t *si,
- float scale, float subdivide, qboolean original, radWinding_t *rw, clipWork_t *cw ){
+ float scale, float subdivide, radWinding_t *rw, clipWork_t *cw ){
int i, style = 0;
float dist, area, value;
vec3_t mins, maxs, normal, d1, d2, cross, color, gradient;
light_t *light, *splash;
- winding_t *w;
+ winding_t *w, *splash_w;
/* dummy check */
RadClipWindingEpsilon( rw, normal, dist, RADIOSITY_CLIP_EPSILON, &front, &back, cw );
/* recurse */
- RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qfalse, &front, cw );
- RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qfalse, &back, cw );
+ RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &front, cw );
+ RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &back, cw );
return;
}
}
/* if color gradient is too high, subdivide again */
if ( subdivide > minDiffuseSubdivide &&
( gradient[ 0 ] > RADIOSITY_MAX_GRADIENT || gradient[ 1 ] > RADIOSITY_MAX_GRADIENT || gradient[ 2 ] > RADIOSITY_MAX_GRADIENT ) ) {
- RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, ( subdivide / 2.0f ), qfalse, rw, cw );
+ RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, ( subdivide / 2.0f ), rw, cw );
return;
}
}
VectorMA( light->origin, 1.0f, light->normal, light->origin );
light->dist = DotProduct( light->origin, normal );
- /* optionally create a point backsplash light for first pass */
- if ( original && si->backsplashFraction > 0 ) {
+#if 0
+ /* optionally create a point backsplash light */
+ if ( si->backsplashFraction > 0 ) {
+
/* allocate a new point light */
splash = safe_malloc( sizeof( *splash ) );
memset( splash, 0, sizeof( *splash ) );
+
splash->next = lights;
lights = splash;
+
/* set it up */
splash->flags = LIGHT_Q3A_DEFAULT;
splash->type = EMIT_POINT;
splash->photons = light->photons * si->backsplashFraction;
+
splash->fade = 1.0f;
splash->si = si;
VectorMA( light->origin, si->backsplashDistance, normal, splash->origin );
VectorCopy( si->color, splash->color );
+
splash->falloffTolerance = falloffTolerance;
splash->style = noStyles ? LS_NORMAL : light->style;
/* add to counts */
numPointLights++;
}
+#endif
+
+#if 1
+ /* optionally create area backsplash light */
+ //if ( original && si->backsplashFraction > 0 ) {
+ if ( si->backsplashFraction > 0 && !( si->compileFlags & C_SKY ) ) {
+ /* allocate a new area light */
+ splash = safe_malloc( sizeof( *splash ) );
+ memset( splash, 0, sizeof( *splash ) );
+ ThreadLock();
+ splash->next = lights;
+ lights = splash;
+ ThreadUnlock();
+
+ /* set it up */
+ splash->flags = LIGHT_AREA_DEFAULT;
+ splash->type = EMIT_AREA;
+ splash->photons = light->photons * 7.0f * si->backsplashFraction;
+ splash->add = light->add * 7.0f * si->backsplashFraction;
+ splash->fade = 1.0f;
+ splash->si = si;
+ VectorCopy( si->color, splash->color );
+ VectorScale( splash->color, splash->add, splash->emitColor );
+ splash->falloffTolerance = falloffTolerance;
+ splash->style = noStyles ? LS_NORMAL : si->lightStyle;
+ if ( splash->style < LS_NORMAL || splash->style >= LS_NONE ) {
+ splash->style = LS_NORMAL;
+ }
+
+ /* create a regular winding */
+ splash_w = AllocWinding( rw->numVerts );
+ splash_w->numpoints = rw->numVerts;
+ for ( i = 0; i < rw->numVerts; i++ )
+ VectorMA( rw->verts[rw->numVerts - 1 - i].xyz, si->backsplashDistance, normal, splash_w->p[ i ] );
+ splash->w = splash_w;
+
+ VectorMA( light->origin, si->backsplashDistance, normal, splash->origin );
+ VectorNegate( normal, splash->normal );
+ splash->dist = DotProduct( splash->origin, splash->normal );
+
+// splash->flags |= LIGHT_TWOSIDED;
+ }
+#endif
+
}
else
{
}
-
/*
RadLightForTriangles()
creates unbounced diffuse lights for triangle soup (misc_models, etc)
}
/* subdivide into area lights */
- RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
+ RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &rw, cw );
}
}
}
/* subdivide into area lights */
- RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
+ RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &rw, cw );
}
/* generate 2 tris */
}
/* subdivide into area lights */
- RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
+ RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &rw, cw );
}
}
}
/* read general options first */
for ( i = 1; i < argc; i++ )
{
+ /* -help */
+ if ( !strcmp( argv[ i ], "-h" ) || !strcmp( argv[ i ], "--help" )
+ || !strcmp( argv[ i ], "-help" ) ) {
+ HelpMain(argv[i+1]);
+ return 0;
+ }
+
/* -connect */
if ( !strcmp( argv[ i ], "-connect" ) ) {
argv[ i ] = NULL;
/* check if we have enough options left to attempt something */
if ( argc < 2 ) {
- Error( "Usage: %s [general options] [options] mapfile", argv[ 0 ] );
+ Error( "Usage: %s [general options] [options] mapfile\n%s -help for help", argv[ 0 ] , argv[ 0 ] );
}
/* fixaas */
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 );
/* path support */
#define MAX_BASE_PATHS 10
#define MAX_GAME_PATHS 10
+#define MAX_PAK_PATHS 200
char *homePath;
char installPath[ MAX_OS_PATH ];
char *basePaths[ MAX_BASE_PATHS ];
int numGamePaths;
char *gamePaths[ MAX_GAME_PATHS ];
+int numPakPaths;
+char *pakPaths[ MAX_PAK_PATHS ];
char *homeBasePath = NULL;
strcpy( installPath, "../" );
#else
char temp[ MAX_OS_PATH ];
- char last0[ 2 ];
char *path;
char *last;
qboolean found;
argv0 = strrchr( argv0, '/' ) + 1;
}
else if ( path ) {
+
+ /*
+ This code has a special behavior when q3map2 is a symbolic link.
+
+ For each dir in ${PATH} (example: "/usr/bin", "/usr/local/bin" if ${PATH} == "/usr/bin:/usr/local/bin"),
+ it looks for "${dir}/q3map2" (file exists and is executable),
+ then it uses "dirname(realpath("${dir}/q3map2"))/../" as installPath.
+
+ So, if "/usr/bin/q3map2" is a symbolic link to "/opt/radiant/tools/q3map2",
+ it will find the installPath "/usr/share/radiant/",
+ so q3map2 will look for "/opt/radiant/baseq3" to find paks.
+
+ More precisely, it looks for "${dir}/${argv[0]}",
+ so if "/usr/bin/q3map2" is a symbolic link to "/opt/radiant/tools/q3map2",
+ and if "/opt/radiant/tools/q3ma2" is a symbolic link to "/opt/radiant/tools/q3map2.x86_64",
+ it will use "dirname("/opt/radiant/tools/q3map2.x86_64")/../" as path,
+ so it will use "/opt/radiant/" as installPath, which will be expanded later to "/opt/radiant/baseq3" to find paks.
+ */
+
found = qfalse;
last = path;
path++;
}
+
/* concatenate */
if ( last > ( path + 1 ) ) {
- Q_strncat( temp, sizeof( temp ), path, ( last - path ) );
+ // +1 hack: Q_strncat calls Q_strncpyz that expects a len including '\0'
+ // so that extraneous char will be rewritten by '\0', so it's ok.
+ // Also, in this case this extraneous char is always ':' or '\0', so it's ok.
+ Q_strncat( temp, sizeof( temp ), path, ( last - path + 1) );
Q_strcat( temp, sizeof( temp ), "/" );
}
- Q_strcat( temp, sizeof( temp ), "./" );
Q_strcat( temp, sizeof( temp ), argv0 );
/* verify the path */
if ( access( temp, X_OK ) == 0 ) {
- found++;
+ found = qtrue;
}
path = last + 1;
}
/* flake */
if ( realpath( temp, installPath ) ) {
- /* q3map is in "tools/" */
+ /*
+ if "q3map2" is "/opt/radiant/tools/q3map2",
+ installPath is "/opt/radiant"
+ */
+ *( strrchr( installPath, '/' ) ) = '\0';
*( strrchr( installPath, '/' ) ) = '\0';
- *( strrchr( installPath, '/' ) + 1 ) = '\0';
}
#endif
}
}
+/*
+ AddPakPath()
+ adds a pak path to the list
+ */
+
+void AddPakPath( char *path ){
+ /* dummy check */
+ if ( path == NULL || path[ 0 ] == '\0' || numPakPaths >= MAX_PAK_PATHS ) {
+ return;
+ }
+
+ /* add it to the list */
+ pakPaths[ numPakPaths ] = safe_malloc( strlen( path ) + 1 );
+ strcpy( pakPaths[ numPakPaths ], path );
+ CleanPath( pakPaths[ numPakPaths ] );
+ numPakPaths++;
+}
+
/*
homeBasePath = ".";
argv[ i ] = NULL;
}
+
+ /* -fs_pakpath */
+ else if ( strcmp( argv[ i ], "-fs_pakpath" ) == 0 ) {
+ if ( ++i >= *argc ) {
+ Error( "Out of arguments: No path specified after %s.", argv[ i - 1 ] );
+ }
+ argv[ i - 1 ] = NULL;
+ AddPakPath( argv[ i ] );
+ argv[ i ] = NULL;
+ }
+
}
/* remove processed arguments */
}
}
+ /* initialize vfs paths */
+ if ( numPakPaths > MAX_PAK_PATHS ) {
+ numPakPaths = MAX_PAK_PATHS;
+ }
+
+ /* walk the list of pak paths */
+ for ( i = 0; i < numPakPaths; i++ )
+ {
+ /* initialize this pak path */
+ vfsInitDirectory( pakPaths[ i ] );
+ }
+
/* done */
Sys_Printf( "\n" );
}
int ShiftBSPMain( int argc, char **argv );
int ConvertMain( int argc, char **argv );
+/* help.c */
+void HelpMain(const char* arg);
/* path_init.c */
game_t *GetGame( char *arg );
void StoreSurfaceLightmaps( void );
+/* exportents.c */
+void ExportEntities( void );
+int ExportEntitiesMain( int argc, char **argv );
+
+
/* image.c */
void ImageFree( image_t *image );
image_t *ImageFind( const char *filename );
#include "game_xonotic.h" /* most be after game_quake3.h as they share defines! */
,
#include "game_tremulous.h" /*LinuxManMikeC: must be after game_quake3.h, depends on #define's set in it */
+ ,
+ #include "game_unvanquished.h"
,
#include "game_tenebrae.h"
,