Thanks to rebb for the idea, txqbsp has the workaround in SelectPartition that recomputes the surface bbox; I think this fixes the underlying bug though.
Note: this makes telefragged.map (from the RRP devkit) leak in hull 2.
However, the point file starts at a func_detail staircase that, if turned into func_wall, fixes the leak.
Here's another little tyrutils patch: in qbsp, I believe the
calculation of the "disksize" field of the miptex lumps when using
WAD3 textures is missing the size of the dmiptex_t struct (40 bytes),
causing the resulting bsp file to be slightly truncated.
I noticed this because one of Tronyn's levels (jam2_tronyn.bsp) was
crashing Quakespasm for me; it turned out the engine was trying to
read 40 bytes past the end of the file when loading the last texture
in the bsp. I got him to send over his map source, wads, and compiler;
he was using tyrutils 0.15 and wad3 format textures, and I confirmed
that this patch fixes the engine crash.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
The error message was actually displaying the edge vector, which is
always going to be ~(0,0,0). Pass in the edge end points and then we
can display both the length of the edge and the location of one end
point.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
To improve debug messages, save the line number of the faces as we
generate them and in the case of hull generation, save a pointer back
to the source brush.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Enables us to check if there is extra data on the same line, without
advancing the parser past the end of line.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Search the WADs for extra frames on any animated textures used and add
them to the bsp. This restores the old behaviour which was mistakenly
removed, but now we have the assurance that textures are added in
order and all lower numbered animation frames are added a warning is
printed if it is missing from the wad.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
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>
Rename the default bsp29 data types and add the bsp2 data types to
the common bspfile.h. Propogate the bsp29 names into the other tools as
simple renames for now.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Won't produce a working bsp2 file yet, but if you ask for bsp2 on the
command line now, faces and edges will be output in bsp2 format.
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>
Unable to represent this in the bsp29 format, so let the user know instead
of silently corrupting the bsp.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>