Turns out there are two types of "BSP2" format - one that I think was
created by MH and implemented in the RMQ project (this is the one I
implemented previously) and one by LordHavoc which exteneded the
coordinate limits beyond 32k, implemented in Darkplaces. The
Darkplaces version of BSP2 will get the name BSP2 and the RMQ version,
which is more limited, will get the name BSP2rmq.
qbsp will only create the BSP29 or BSP2 formats, but will cope with a
BSP2rmq format file for an -onlyents compile. The rest of the tools
can use any of the three formats.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Kind of taking a step backwards here to where we were, but make the
MemSizes array dynamically changable so that we can switch out and
allocate BSP2 sized elements when we want to write a file in that format.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Some of the bsp2 data structures are bigger than the bsp29 structures, so
we need to know the difference in allocation size. Stop using the data
structure enum for lump numbers.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
In preparation for bsp2 support, add the data types for bsp2 structures
to bspfile.h and rename the bsp29 structures to properly differentiate them.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
The TEX_SKIP flag isn't needed and although it *shouldn't* upset any
engines, better to not write it out at all.
Well, even better to not write anything about the skip texture to the BSP
file, but need to re-organise things a bit more before that can happen.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
It does make them somewhat less greppable, but makes the variable naming
style more consistent with the rest of the quake utilities.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Offsets pointing to clipnodes were originally used as signed short (16-bit)
numbers, so that negative numbers could represent the various content types of
leaf nodes. However, only a small number of these types are required, so we
now make use of the rest of the clipnode range.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Remove the big union in mapentity_t, collecting together the information for
each lump in a struct. Still not 100% sure where I'm going with this, but I
think this will help me with removing some of the reliance on globals further
along (which will be important once it comes to multi-threading).
Signed-off-by: Tyrann <tyrann@disenchant.net>
Set the vec_t type to "double" using the DOUBLEVEC_T preproccessor define. Fix
up hard-coded usages of float in various places throughout the code. Note that
texinfo_t is an on-disk structure, so that needs to stay as float and we work
around incompatibilities with the vector functions using a temporary vec3_t.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Now that we're compiling as C code, the memory returned by AllocMem no longer
needs to be explicitly cast when assigning to our typed pointers.
Signed-off-by: Tyrann <tyrann@disenchant.net>
More source mangling; run indent over the source files to make it more
consistent with the rest of my utils code. Remove any trailing whitespace
while we're at it.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Import QBSP sources from Greg Lewis' TreeQBSP version 1.62.
- http://www.yossman.net/~tree/
Thanks to Greg for allowing me to use his modified source code:
On Fri, Aug 25, 2006 at 04:28:24PM -0400, Tree wrote:
> I imagine you've already gone ahead with your plans, but feel free to do
> whatever you wish with the source for TreeQBSP; I have no interest in
> restricting anyone's access to it (and of course I was just modifying id's
> code anyway). I'm just glad to see that it was of some use to you. :)
>
> Greg
The files are unmodified from the originals, apart from lower-casing the
filenames and removing ASCII CR characters from end of lines.
Signed-off-by: Tyrann <tyrann@disenchant.net>