]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
collision brush generation in q3bsp is now *MUCH* faster and uses a lot less memory...
[xonotic/darkplaces.git] / model_brush.c
index df7b4dce9912710c37d3b83ed01f13e7d069a602..19aaf6aa9386f5023c861bebfee56baa4c9ea607 100644 (file)
@@ -21,6 +21,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "quakedef.h"
 #include "image.h"
 #include "r_shadow.h"
+#include "winding.h"
+#include "curves.h"
 
 // note: model_shared.c sets up r_notexture, and r_surf_notexture
 
@@ -32,7 +34,9 @@ cvar_t r_novis = {0, "r_novis", "0"};
 cvar_t r_miplightmaps = {CVAR_SAVE, "r_miplightmaps", "0"};
 cvar_t r_lightmaprgba = {0, "r_lightmaprgba", "1"};
 cvar_t r_nosurftextures = {0, "r_nosurftextures", "0"};
-cvar_t r_sortsurfaces = {0, "r_sortsurfaces", "0"};
+cvar_t mod_q3bsp_curves_subdivide_level = {0, "mod_q3bsp_curves_subdivide_level", "2"};
+cvar_t mod_q3bsp_curves_collisions = {0, "mod_q3bsp_curves_collisions", "1"};
+cvar_t mod_q3bsp_optimizedtraceline = {0, "mod_q3bsp_optimizedtraceline", "1"};
 
 void Mod_BrushInit(void)
 {
@@ -42,7 +46,9 @@ void Mod_BrushInit(void)
        Cvar_RegisterVariable(&r_miplightmaps);
        Cvar_RegisterVariable(&r_lightmaprgba);
        Cvar_RegisterVariable(&r_nosurftextures);
-       Cvar_RegisterVariable(&r_sortsurfaces);
+       Cvar_RegisterVariable(&mod_q3bsp_curves_subdivide_level);
+       Cvar_RegisterVariable(&mod_q3bsp_curves_collisions);
+       Cvar_RegisterVariable(&mod_q3bsp_optimizedtraceline);
        memset(mod_q1bsp_novis, 0xff, sizeof(mod_q1bsp_novis));
 }
 
@@ -64,6 +70,64 @@ static mleaf_t *Mod_Q1BSP_PointInLeaf(model_t *model, const vec3_t p)
        return (mleaf_t *)node;
 }
 
+static void Mod_Q1BSP_AmbientSoundLevelsForPoint(model_t *model, const vec3_t p, qbyte *out, int outsize)
+{
+       int i;
+       mleaf_t *leaf;
+       leaf = Mod_Q1BSP_PointInLeaf(model, p);
+       if (leaf)
+       {
+               i = min(outsize, (int)sizeof(leaf->ambient_sound_level));;
+               if (i)
+               {
+                       memcpy(out, leaf->ambient_sound_level, i);
+                       out += i;
+                       outsize -= i;
+               }
+       }
+       if (outsize)
+               memset(out, 0, outsize);
+}
+
+
+static int Mod_Q1BSP_BoxTouchingPVS_RecursiveBSPNode(const model_t *model, const mnode_t *node, const qbyte *pvs, const vec3_t mins, const vec3_t maxs)
+{
+       int leafnum;
+loc0:
+       if (node->contents < 0)
+       {
+               // leaf
+               if (node->contents == CONTENTS_SOLID)
+                       return false;
+               leafnum = (mleaf_t *)node - model->brushq1.leafs - 1;
+               return pvs[leafnum >> 3] & (1 << (leafnum & 7));
+       }
+
+       // node - recurse down the BSP tree
+       switch (BoxOnPlaneSide(mins, maxs, node->plane))
+       {
+       case 1: // front
+               node = node->children[0];
+               goto loc0;
+       case 2: // back
+               node = node->children[1];
+               goto loc0;
+       default: // crossing
+               if (node->children[0]->contents != CONTENTS_SOLID)
+                       if (Mod_Q1BSP_BoxTouchingPVS_RecursiveBSPNode(model, node->children[0], pvs, mins, maxs))
+                               return true;
+               node = node->children[1];
+               goto loc0;
+       }
+       // never reached
+       return false;
+}
+
+int Mod_Q1BSP_BoxTouchingPVS(model_t *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs)
+{
+       return Mod_Q1BSP_BoxTouchingPVS_RecursiveBSPNode(model, model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, pvs, mins, maxs);
+}
+
 /*
 static int Mod_Q1BSP_PointContents(model_t *model, const vec3_t p)
 {
@@ -105,7 +169,6 @@ static void Mod_Q1BSP_FindNonSolidLocation_r_Leaf(findnonsolidlocationinfo_t *in
        float surfnormal[3];
 #endif
        msurface_t *surf;
-       surfmesh_t *mesh;
        for (surfnum = 0, mark = leaf->firstmarksurface;surfnum < leaf->nummarksurfaces;surfnum++, mark++)
        {
                surf = info->model->brushq1.surfaces + *mark;
@@ -116,103 +179,100 @@ static void Mod_Q1BSP_FindNonSolidLocation_r_Leaf(findnonsolidlocationinfo_t *in
                        if (surf->flags & SURF_PLANEBACK)
                                VectorNegate(surfnormal, surfnormal);
 #endif
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                       for (k = 0;k < surf->mesh.num_triangles;k++)
                        {
-                               for (k = 0;k < mesh->numtriangles;k++)
+                               tri = surf->mesh.data_element3i + k * 3;
+                               VectorCopy((surf->mesh.data_vertex3f + tri[0] * 3), vert[0]);
+                               VectorCopy((surf->mesh.data_vertex3f + tri[1] * 3), vert[1]);
+                               VectorCopy((surf->mesh.data_vertex3f + tri[2] * 3), vert[2]);
+                               VectorSubtract(vert[1], vert[0], edge[0]);
+                               VectorSubtract(vert[2], vert[1], edge[1]);
+                               CrossProduct(edge[1], edge[0], facenormal);
+                               if (facenormal[0] || facenormal[1] || facenormal[2])
                                {
-                                       tri = mesh->element3i + k * 3;
-                                       VectorCopy((mesh->vertex3f + tri[0] * 3), vert[0]);
-                                       VectorCopy((mesh->vertex3f + tri[1] * 3), vert[1]);
-                                       VectorCopy((mesh->vertex3f + tri[2] * 3), vert[2]);
-                                       VectorSubtract(vert[1], vert[0], edge[0]);
-                                       VectorSubtract(vert[2], vert[1], edge[1]);
-                                       CrossProduct(edge[1], edge[0], facenormal);
-                                       if (facenormal[0] || facenormal[1] || facenormal[2])
+                                       VectorNormalize(facenormal);
+#if 0
+                                       if (VectorDistance(facenormal, surfnormal) > 0.01f)
+                                               Con_Printf("a2! %f %f %f != %f %f %f\n", facenormal[0], facenormal[1], facenormal[2], surfnormal[0], surfnormal[1], surfnormal[2]);
+#endif
+                                       f = DotProduct(info->center, facenormal) - DotProduct(vert[0], facenormal);
+                                       if (f <= info->bestdist && f >= -info->bestdist)
                                        {
-                                               VectorNormalize(facenormal);
+                                               VectorSubtract(vert[0], vert[2], edge[2]);
+                                               VectorNormalize(edge[0]);
+                                               VectorNormalize(edge[1]);
+                                               VectorNormalize(edge[2]);
+                                               CrossProduct(facenormal, edge[0], edgenormal[0]);
+                                               CrossProduct(facenormal, edge[1], edgenormal[1]);
+                                               CrossProduct(facenormal, edge[2], edgenormal[2]);
 #if 0
-                                               if (VectorDistance(facenormal, surfnormal) > 0.01f)
-                                                       Con_Printf("a2! %f %f %f != %f %f %f\n", facenormal[0], facenormal[1], facenormal[2], surfnormal[0], surfnormal[1], surfnormal[2]);
+                                               if (samelevel.integer & 1)
+                                                       VectorNegate(edgenormal[0], edgenormal[0]);
+                                               if (samelevel.integer & 2)
+                                                       VectorNegate(edgenormal[1], edgenormal[1]);
+                                               if (samelevel.integer & 4)
+                                                       VectorNegate(edgenormal[2], edgenormal[2]);
+                                               for (i = 0;i < 3;i++)
+                                                       if (DotProduct(vert[0], edgenormal[i]) > DotProduct(vert[i], edgenormal[i]) + 0.1f
+                                                        || DotProduct(vert[1], edgenormal[i]) > DotProduct(vert[i], edgenormal[i]) + 0.1f
+                                                        || DotProduct(vert[2], edgenormal[i]) > DotProduct(vert[i], edgenormal[i]) + 0.1f)
+                                                               Con_Printf("a! %i : %f %f %f (%f %f %f)\n", i, edgenormal[i][0], edgenormal[i][1], edgenormal[i][2], facenormal[0], facenormal[1], facenormal[2]);
 #endif
-                                               f = DotProduct(info->center, facenormal) - DotProduct(vert[0], facenormal);
-                                               if (f <= info->bestdist && f >= -info->bestdist)
+                                               // face distance
+                                               if (DotProduct(info->center, edgenormal[0]) < DotProduct(vert[0], edgenormal[0])
+                                                && DotProduct(info->center, edgenormal[1]) < DotProduct(vert[1], edgenormal[1])
+                                                && DotProduct(info->center, edgenormal[2]) < DotProduct(vert[2], edgenormal[2]))
                                                {
-                                                       VectorSubtract(vert[0], vert[2], edge[2]);
-                                                       VectorNormalize(edge[0]);
-                                                       VectorNormalize(edge[1]);
-                                                       VectorNormalize(edge[2]);
-                                                       CrossProduct(facenormal, edge[0], edgenormal[0]);
-                                                       CrossProduct(facenormal, edge[1], edgenormal[1]);
-                                                       CrossProduct(facenormal, edge[2], edgenormal[2]);
-#if 0
-                                                       if (samelevel.integer & 1)
-                                                               VectorNegate(edgenormal[0], edgenormal[0]);
-                                                       if (samelevel.integer & 2)
-                                                               VectorNegate(edgenormal[1], edgenormal[1]);
-                                                       if (samelevel.integer & 4)
-                                                               VectorNegate(edgenormal[2], edgenormal[2]);
+                                                       // we got lucky, the center is within the face
+                                                       dist = DotProduct(info->center, facenormal) - DotProduct(vert[0], facenormal);
+                                                       if (dist < 0)
+                                                       {
+                                                               dist = -dist;
+                                                               if (info->bestdist > dist)
+                                                               {
+                                                                       info->bestdist = dist;
+                                                                       VectorScale(facenormal, (info->radius - -dist), info->nudge);
+                                                               }
+                                                       }
+                                                       else
+                                                       {
+                                                               if (info->bestdist > dist)
+                                                               {
+                                                                       info->bestdist = dist;
+                                                                       VectorScale(facenormal, (info->radius - dist), info->nudge);
+                                                               }
+                                                       }
+                                               }
+                                               else
+                                               {
+                                                       // check which edge or vertex the center is nearest
                                                        for (i = 0;i < 3;i++)
-                                                               if (DotProduct(vert[0], edgenormal[i]) > DotProduct(vert[i], edgenormal[i]) + 0.1f
-                                                                || DotProduct(vert[1], edgenormal[i]) > DotProduct(vert[i], edgenormal[i]) + 0.1f
-                                                                || DotProduct(vert[2], edgenormal[i]) > DotProduct(vert[i], edgenormal[i]) + 0.1f)
-                                                                       Con_Printf("a! %i : %f %f %f (%f %f %f)\n", i, edgenormal[i][0], edgenormal[i][1], edgenormal[i][2], facenormal[0], facenormal[1], facenormal[2]);
-#endif
-                                                       // face distance
-                                                       if (DotProduct(info->center, edgenormal[0]) < DotProduct(vert[0], edgenormal[0])
-                                                        && DotProduct(info->center, edgenormal[1]) < DotProduct(vert[1], edgenormal[1])
-                                                        && DotProduct(info->center, edgenormal[2]) < DotProduct(vert[2], edgenormal[2]))
                                                        {
-                                                               // we got lucky, the center is within the face
-                                                               dist = DotProduct(info->center, facenormal) - DotProduct(vert[0], facenormal);
-                                                               if (dist < 0)
+                                                               f = DotProduct(info->center, edge[i]);
+                                                               if (f >= DotProduct(vert[0], edge[i])
+                                                                && f <= DotProduct(vert[1], edge[i]))
                                                                {
-                                                                       dist = -dist;
+                                                                       // on edge
+                                                                       VectorMA(info->center, -f, edge[i], point);
+                                                                       dist = sqrt(DotProduct(point, point));
                                                                        if (info->bestdist > dist)
                                                                        {
                                                                                info->bestdist = dist;
-                                                                               VectorScale(facenormal, (info->radius - -dist), info->nudge);
+                                                                               VectorScale(point, (info->radius / dist), info->nudge);
                                                                        }
+                                                                       // skip both vertex checks
+                                                                       // (both are further away than this edge)
+                                                                       i++;
                                                                }
                                                                else
                                                                {
+                                                                       // not on edge, check first vertex of edge
+                                                                       VectorSubtract(info->center, vert[i], point);
+                                                                       dist = sqrt(DotProduct(point, point));
                                                                        if (info->bestdist > dist)
                                                                        {
                                                                                info->bestdist = dist;
-                                                                               VectorScale(facenormal, (info->radius - dist), info->nudge);
-                                                                       }
-                                                               }
-                                                       }
-                                                       else
-                                                       {
-                                                               // check which edge or vertex the center is nearest
-                                                               for (i = 0;i < 3;i++)
-                                                               {
-                                                                       f = DotProduct(info->center, edge[i]);
-                                                                       if (f >= DotProduct(vert[0], edge[i])
-                                                                        && f <= DotProduct(vert[1], edge[i]))
-                                                                       {
-                                                                               // on edge
-                                                                               VectorMA(info->center, -f, edge[i], point);
-                                                                               dist = sqrt(DotProduct(point, point));
-                                                                               if (info->bestdist > dist)
-                                                                               {
-                                                                                       info->bestdist = dist;
-                                                                                       VectorScale(point, (info->radius / dist), info->nudge);
-                                                                               }
-                                                                               // skip both vertex checks
-                                                                               // (both are further away than this edge)
-                                                                               i++;
-                                                                       }
-                                                                       else
-                                                                       {
-                                                                               // not on edge, check first vertex of edge
-                                                                               VectorSubtract(info->center, vert[i], point);
-                                                                               dist = sqrt(DotProduct(point, point));
-                                                                               if (info->bestdist > dist)
-                                                                               {
-                                                                                       info->bestdist = dist;
-                                                                                       VectorScale(point, (info->radius / dist), info->nudge);
-                                                                               }
+                                                                               VectorScale(point, (info->radius / dist), info->nudge);
                                                                        }
                                                                }
                                                        }
@@ -265,6 +325,41 @@ static void Mod_Q1BSP_FindNonSolidLocation(model_t *model, const vec3_t in, vec3
        VectorCopy(info.center, out);
 }
 
+int Mod_Q1BSP_SuperContentsFromNativeContents(model_t *model, int nativecontents)
+{
+       switch(nativecontents)
+       {
+               case CONTENTS_EMPTY:
+                       return 0;
+               case CONTENTS_SOLID:
+                       return SUPERCONTENTS_SOLID;
+               case CONTENTS_WATER:
+                       return SUPERCONTENTS_WATER;
+               case CONTENTS_SLIME:
+                       return SUPERCONTENTS_SLIME;
+               case CONTENTS_LAVA:
+                       return SUPERCONTENTS_LAVA;
+               case CONTENTS_SKY:
+                       return SUPERCONTENTS_SKY;
+       }
+       return 0;
+}
+
+int Mod_Q1BSP_NativeContentsFromSuperContents(model_t *model, int supercontents)
+{
+       if (supercontents & SUPERCONTENTS_SOLID)
+               return CONTENTS_SOLID;
+       if (supercontents & SUPERCONTENTS_SKY)
+               return CONTENTS_SKY;
+       if (supercontents & SUPERCONTENTS_LAVA)
+               return CONTENTS_LAVA;
+       if (supercontents & SUPERCONTENTS_SLIME)
+               return CONTENTS_SLIME;
+       if (supercontents & SUPERCONTENTS_WATER)
+               return CONTENTS_WATER;
+       return CONTENTS_EMPTY;
+}
+
 typedef struct
 {
        // the hull we're tracing through
@@ -306,37 +401,26 @@ loc0:
        // check for empty
        if (num < 0)
        {
-               t->trace->endcontents = num;
-               if (t->trace->thiscontents)
+               num = Mod_Q1BSP_SuperContentsFromNativeContents(NULL, num);
+               if (!t->trace->startfound)
                {
-                       if (num == t->trace->thiscontents)
-                               t->trace->allsolid = false;
-                       else
-                       {
-                               // if the first leaf is solid, set startsolid
-                               if (t->trace->allsolid)
-                                       t->trace->startsolid = true;
-                               return HULLCHECKSTATE_SOLID;
-                       }
-                       return HULLCHECKSTATE_EMPTY;
+                       t->trace->startfound = true;
+                       t->trace->startsupercontents |= num;
+               }
+               if (num & SUPERCONTENTS_LIQUIDSMASK)
+                       t->trace->inwater = true;
+               if (num == 0)
+                       t->trace->inopen = true;
+               if (num & t->trace->hitsupercontentsmask)
+               {
+                       // if the first leaf is solid, set startsolid
+                       if (t->trace->allsolid)
+                               t->trace->startsolid = true;
+                       return HULLCHECKSTATE_SOLID;
                }
                else
                {
-                       if (num != CONTENTS_SOLID)
-                       {
-                               t->trace->allsolid = false;
-                               if (num == CONTENTS_EMPTY)
-                                       t->trace->inopen = true;
-                               else
-                                       t->trace->inwater = true;
-                       }
-                       else
-                       {
-                               // if the first leaf is solid, set startsolid
-                               if (t->trace->allsolid)
-                                       t->trace->startsolid = true;
-                               return HULLCHECKSTATE_SOLID;
-                       }
+                       t->trace->allsolid = false;
                        return HULLCHECKSTATE_EMPTY;
                }
        }
@@ -425,7 +509,7 @@ loc0:
        return HULLCHECKSTATE_DONE;
 }
 
-static void Mod_Q1BSP_TraceBox(struct model_s *model, trace_t *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs)
+static void Mod_Q1BSP_TraceBox(struct model_s *model, trace_t *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask)
 {
        // this function currently only supports same size start and end
        double boxsize[3];
@@ -434,12 +518,13 @@ static void Mod_Q1BSP_TraceBox(struct model_s *model, trace_t *trace, const vec3
        memset(&rhc, 0, sizeof(rhc));
        memset(trace, 0, sizeof(trace_t));
        rhc.trace = trace;
+       rhc.trace->hitsupercontentsmask = hitsupercontentsmask;
        rhc.trace->fraction = 1;
        rhc.trace->allsolid = true;
        VectorSubtract(boxstartmaxs, boxstartmins, boxsize);
        if (boxsize[0] < 3)
                rhc.hull = &model->brushq1.hulls[0]; // 0x0x0
-       else if (model->brushq1.ishlbsp)
+       else if (model->brush.ishlbsp)
        {
                if (boxsize[0] <= 32)
                {
@@ -464,41 +549,177 @@ static void Mod_Q1BSP_TraceBox(struct model_s *model, trace_t *trace, const vec3
        Mod_Q1BSP_RecursiveHullCheck(&rhc, rhc.hull->firstclipnode, 0, 1, rhc.start, rhc.end);
 }
 
-static qbyte *Mod_Q1BSP_DecompressVis(model_t *model, qbyte *in)
+static int Mod_Q1BSP_LightPoint_RecursiveBSPNode(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const mnode_t *node, float x, float y, float startz, float endz)
 {
-       static qbyte decompressed[MAX_MAP_LEAFS/8];
-       int c;
-       qbyte *out;
-       int row;
+       int side, distz = endz - startz;
+       float front, back;
+       float mid;
 
-       row = (model->brushq1.numleafs+7)>>3;
-       out = decompressed;
+loc0:
+       if (node->contents < 0)
+               return false;           // didn't hit anything
 
-       do
+       switch (node->plane->type)
        {
-               if (*in)
+       case PLANE_X:
+               node = node->children[x < node->plane->dist];
+               goto loc0;
+       case PLANE_Y:
+               node = node->children[y < node->plane->dist];
+               goto loc0;
+       case PLANE_Z:
+               side = startz < node->plane->dist;
+               if ((endz < node->plane->dist) == side)
                {
-                       *out++ = *in++;
-                       continue;
+                       node = node->children[side];
+                       goto loc0;
                }
+               // found an intersection
+               mid = node->plane->dist;
+               break;
+       default:
+               back = front = x * node->plane->normal[0] + y * node->plane->normal[1];
+               front += startz * node->plane->normal[2];
+               back += endz * node->plane->normal[2];
+               side = front < node->plane->dist;
+               if ((back < node->plane->dist) == side)
+               {
+                       node = node->children[side];
+                       goto loc0;
+               }
+               // found an intersection
+               mid = startz + distz * (front - node->plane->dist) / (front - back);
+               break;
+       }
 
-               c = in[1];
-               in += 2;
-               while (c)
+       // go down front side
+       if (node->children[side]->contents >= 0 && Mod_Q1BSP_LightPoint_RecursiveBSPNode(ambientcolor, diffusecolor, diffusenormal, node->children[side], x, y, startz, mid))
+               return true;    // hit something
+       else
+       {
+               // check for impact on this node
+               if (node->numsurfaces)
                {
-                       *out++ = 0;
-                       c--;
+                       int i, ds, dt;
+                       msurface_t *surf;
+
+                       surf = cl.worldmodel->brushq1.surfaces + node->firstsurface;
+                       for (i = 0;i < node->numsurfaces;i++, surf++)
+                       {
+                               if (!(surf->flags & SURF_LIGHTMAP))
+                                       continue;       // no lightmaps
+
+                               ds = (int) (x * surf->texinfo->vecs[0][0] + y * surf->texinfo->vecs[0][1] + mid * surf->texinfo->vecs[0][2] + surf->texinfo->vecs[0][3]);
+                               dt = (int) (x * surf->texinfo->vecs[1][0] + y * surf->texinfo->vecs[1][1] + mid * surf->texinfo->vecs[1][2] + surf->texinfo->vecs[1][3]);
+
+                               if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
+                                       continue;
+
+                               ds -= surf->texturemins[0];
+                               dt -= surf->texturemins[1];
+
+                               if (ds > surf->extents[0] || dt > surf->extents[1])
+                                       continue;
+
+                               if (surf->samples)
+                               {
+                                       qbyte *lightmap;
+                                       int maps, line3, size3, dsfrac = ds & 15, dtfrac = dt & 15, scale = 0, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
+                                       line3 = ((surf->extents[0]>>4)+1)*3;
+                                       size3 = ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
+
+                                       lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
+
+                                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
+                                       {
+                                               scale = d_lightstylevalue[surf->styles[maps]];
+                                               r00 += lightmap[      0] * scale;g00 += lightmap[      1] * scale;b00 += lightmap[      2] * scale;
+                                               r01 += lightmap[      3] * scale;g01 += lightmap[      4] * scale;b01 += lightmap[      5] * scale;
+                                               r10 += lightmap[line3+0] * scale;g10 += lightmap[line3+1] * scale;b10 += lightmap[line3+2] * scale;
+                                               r11 += lightmap[line3+3] * scale;g11 += lightmap[line3+4] * scale;b11 += lightmap[line3+5] * scale;
+                                               lightmap += size3;
+                                       }
+
+/*
+LordHavoc: here's the readable version of the interpolation
+code, not quite as easy for the compiler to optimize...
+
+dsfrac is the X position in the lightmap pixel, * 16
+dtfrac is the Y position in the lightmap pixel, * 16
+r00 is top left corner, r01 is top right corner
+r10 is bottom left corner, r11 is bottom right corner
+g and b are the same layout.
+r0 and r1 are the top and bottom intermediate results
+
+first we interpolate the top two points, to get the top
+edge sample
+
+       r0 = (((r01-r00) * dsfrac) >> 4) + r00;
+       g0 = (((g01-g00) * dsfrac) >> 4) + g00;
+       b0 = (((b01-b00) * dsfrac) >> 4) + b00;
+
+then we interpolate the bottom two points, to get the
+bottom edge sample
+
+       r1 = (((r11-r10) * dsfrac) >> 4) + r10;
+       g1 = (((g11-g10) * dsfrac) >> 4) + g10;
+       b1 = (((b11-b10) * dsfrac) >> 4) + b10;
+
+then we interpolate the top and bottom samples to get the
+middle sample (the one which was requested)
+
+       r = (((r1-r0) * dtfrac) >> 4) + r0;
+       g = (((g1-g0) * dtfrac) >> 4) + g0;
+       b = (((b1-b0) * dtfrac) >> 4) + b0;
+*/
+
+                                       ambientcolor[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 32768.0f);
+                                       ambientcolor[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 32768.0f);
+                                       ambientcolor[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 32768.0f);
+                               }
+                               return true; // success
+                       }
                }
-       } while (out - decompressed < row);
 
-       return decompressed;
+               // go down back side
+               node = node->children[side ^ 1];
+               startz = mid;
+               distz = endz - startz;
+               goto loc0;
+       }
 }
 
-static qbyte *Mod_Q1BSP_LeafPVS(model_t *model, mleaf_t *leaf)
+void Mod_Q1BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
 {
-       if (r_novis.integer || leaf == model->brushq1.leafs || leaf->compressed_vis == NULL)
-               return mod_q1bsp_novis;
-       return Mod_Q1BSP_DecompressVis(model, leaf->compressed_vis);
+       Mod_Q1BSP_LightPoint_RecursiveBSPNode(ambientcolor, diffusecolor, diffusenormal, cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, p[0], p[1], p[2], p[2] - 65536);
+}
+
+static void Mod_Q1BSP_DecompressVis(const qbyte *in, const qbyte *inend, qbyte *out, qbyte *outend)
+{
+       int c;
+       while (out < outend)
+       {
+               if (in == inend)
+               {
+                       Con_Printf("Mod_Q1BSP_DecompressVis: input underrun\n");
+                       return;
+               }
+               c = *in++;
+               if (c)
+                       *out++ = c;
+               else
+               {
+                       for (c = *in++;c > 0;c--)
+                       {
+                               if (out == outend)
+                               {
+                                       Con_Printf("Mod_Q1BSP_DecompressVis: output overrun\n");
+                                       return;
+                               }
+                               *out++ = 0;
+                       }
+               }
+       }
 }
 
 static void Mod_Q1BSP_LoadTextures(lump_t *l)
@@ -512,15 +733,19 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
 
        loadmodel->brushq1.textures = NULL;
 
-       if (!l->filelen)
-               return;
-
-       m = (dmiptexlump_t *)(mod_base + l->fileofs);
-
-       m->nummiptex = LittleLong (m->nummiptex);
-
        // add two slots for notexture walls and notexture liquids
-       loadmodel->brushq1.numtextures = m->nummiptex + 2;
+       if (l->filelen)
+       {
+               m = (dmiptexlump_t *)(mod_base + l->fileofs);
+               m->nummiptex = LittleLong (m->nummiptex);
+               loadmodel->brushq1.numtextures = m->nummiptex + 2;
+       }
+       else
+       {
+               m = NULL;
+               loadmodel->brushq1.numtextures = 2;
+       }
+
        loadmodel->brushq1.textures = Mem_Alloc(loadmodel->mempool, loadmodel->brushq1.numtextures * sizeof(texture_t));
 
        // fill out all slots with notexture
@@ -541,6 +766,9 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                tx->currentframe = tx;
        }
 
+       if (!m)
+               return;
+
        // just to work around bounds checking when debugging with it (array index out of bounds error thing)
        dofs = m->dataofs;
        // LordHavoc: mostly rewritten map texture loader
@@ -591,7 +819,7 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                }
 
                // LordHavoc: HL sky textures are entirely different than quake
-               if (!loadmodel->brushq1.ishlbsp && !strncmp(tx->name, "sky", 3) && mtwidth == 256 && mtheight == 128)
+               if (!loadmodel->brush.ishlbsp && !strncmp(tx->name, "sky", 3) && mtwidth == 256 && mtheight == 128)
                {
                        if (loadmodel->isworldmodel)
                        {
@@ -620,7 +848,7 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        if (!Mod_LoadSkinFrame(&tx->skin, tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, false, true, true))
                        {
                                // did not find external texture, load it from the bsp or wad3
-                               if (loadmodel->brushq1.ishlbsp)
+                               if (loadmodel->brush.ishlbsp)
                                {
                                        // internal texture overrides wad
                                        qbyte *pixels, *freepixels, *fogpixels;
@@ -802,7 +1030,7 @@ static void Mod_Q1BSP_LoadLighting(lump_t *l)
        qbyte *in, *out, *data, d;
        char litfilename[1024];
        loadmodel->brushq1.lightdata = NULL;
-       if (loadmodel->brushq1.ishlbsp) // LordHavoc: load the colored lighting data straight
+       if (loadmodel->brush.ishlbsp) // LordHavoc: load the colored lighting data straight
        {
                loadmodel->brushq1.lightdata = Mem_Alloc(loadmodel->mempool, l->filelen);
                memcpy(loadmodel->brushq1.lightdata, mod_base + l->fileofs, l->filelen);
@@ -810,9 +1038,9 @@ static void Mod_Q1BSP_LoadLighting(lump_t *l)
        else // LordHavoc: bsp version 29 (normal white lighting)
        {
                // LordHavoc: hope is not lost yet, check for a .lit file to load
-               strcpy(litfilename, loadmodel->name);
-               FS_StripExtension(litfilename, litfilename);
-               strcat(litfilename, ".lit");
+               strlcpy (litfilename, loadmodel->name, sizeof (litfilename));
+               FS_StripExtension (litfilename, litfilename, sizeof (litfilename));
+               strlcat (litfilename, ".lit", sizeof (litfilename));
                data = (qbyte*) FS_LoadFile(litfilename, false);
                if (data)
                {
@@ -865,9 +1093,9 @@ static void Mod_Q1BSP_LoadLightList(void)
        char lightsfilename[1024], *s, *t, *lightsstring;
        mlight_t *e;
 
-       strcpy(lightsfilename, loadmodel->name);
-       FS_StripExtension(lightsfilename, lightsfilename);
-       strcat(lightsfilename, ".lights");
+       strlcpy (lightsfilename, loadmodel->name, sizeof (lightsfilename));
+       FS_StripExtension (lightsfilename, lightsfilename, sizeof(lightsfilename));
+       strlcat (lightsfilename, ".lights", sizeof (lightsfilename));
        s = lightsstring = (char *) FS_LoadFile(lightsfilename, false);
        if (s)
        {
@@ -919,272 +1147,15 @@ static void Mod_Q1BSP_LoadLightList(void)
        }
 }
 
-/*
-static int castshadowcount = 0;
-static void Mod_Q1BSP_ProcessLightList(void)
-{
-       int j, k, l, *mark, lnum;
-       mlight_t *e;
-       msurface_t *surf;
-       float dist;
-       mleaf_t *leaf;
-       qbyte *pvs;
-       vec3_t temp;
-       float *v, radius2;
-       for (lnum = 0, e = loadmodel->brushq1.lights;lnum < loadmodel->brushq1.numlights;lnum++, e++)
-       {
-               e->cullradius2 = DotProduct(e->light, e->light) / (e->falloff * e->falloff * 8192.0f * 8192.0f * 2.0f * 2.0f);// + 4096.0f;
-               if (e->cullradius2 > 4096.0f * 4096.0f)
-                       e->cullradius2 = 4096.0f * 4096.0f;
-               e->cullradius = e->lightradius = sqrt(e->cullradius2);
-               leaf = Mod_Q1BSP_PointInLeaf(e->origin, loadmodel);
-               if (leaf->compressed_vis)
-                       pvs = Mod_Q1BSP_DecompressVis(leaf->compressed_vis, loadmodel);
-               else
-                       pvs = mod_q1bsp_novis;
-               for (j = 0;j < loadmodel->brushq1.numsurfaces;j++)
-                       loadmodel->brushq1.surfacevisframes[j] = -1;
-               for (j = 0, leaf = loadmodel->brushq1.leafs + 1;j < loadmodel->brushq1.numleafs - 1;j++, leaf++)
-               {
-                       if (pvs[j >> 3] & (1 << (j & 7)))
-                       {
-                               for (k = 0, mark = leaf->firstmarksurface;k < leaf->nummarksurfaces;k++, mark++)
-                               {
-                                       surf = loadmodel->brushq1.surfaces + *mark;
-                                       if (surf->number != *mark)
-                                               Con_Printf("%d != %d\n", surf->number, *mark);
-                                       dist = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
-                                       if (surf->flags & SURF_PLANEBACK)
-                                               dist = -dist;
-                                       if (dist > 0 && dist < e->cullradius)
-                                       {
-                                               temp[0] = bound(surf->poly_mins[0], e->origin[0], surf->poly_maxs[0]) - e->origin[0];
-                                               temp[1] = bound(surf->poly_mins[1], e->origin[1], surf->poly_maxs[1]) - e->origin[1];
-                                               temp[2] = bound(surf->poly_mins[2], e->origin[2], surf->poly_maxs[2]) - e->origin[2];
-                                               if (DotProduct(temp, temp) < lightradius2)
-                                                       loadmodel->brushq1.surfacevisframes[*mark] = -2;
-                                       }
-                               }
-                       }
-               }
-               // build list of light receiving surfaces
-               e->numsurfaces = 0;
-               for (j = 0;j < loadmodel->brushq1.numsurfaces;j++)
-                       if (loadmodel->brushq1.surfacevisframes[j] == -2)
-                               e->numsurfaces++;
-               e->surfaces = NULL;
-               if (e->numsurfaces > 0)
-               {
-                       e->surfaces = Mem_Alloc(loadmodel->mempool, sizeof(msurface_t *) * e->numsurfaces);
-                       e->numsurfaces = 0;
-                       for (j = 0;j < loadmodel->brushq1.numsurfaces;j++)
-                               if (loadmodel->brushq1.surfacevisframes[j] == -2)
-                                       e->surfaces[e->numsurfaces++] = loadmodel->brushq1.surfaces + j;
-               }
-               // find bounding box and sphere of lit surfaces
-               // (these will be used for creating a shape to clip the light)
-               radius2 = 0;
-               for (j = 0;j < e->numsurfaces;j++)
-               {
-                       surf = e->surfaces[j];
-                       if (j == 0)
-                       {
-                               VectorCopy(surf->poly_verts, e->mins);
-                               VectorCopy(surf->poly_verts, e->maxs);
-                       }
-                       for (k = 0, v = surf->poly_verts;k < surf->poly_numverts;k++, v += 3)
-                       {
-                               if (e->mins[0] > v[0]) e->mins[0] = v[0];if (e->maxs[0] < v[0]) e->maxs[0] = v[0];
-                               if (e->mins[1] > v[1]) e->mins[1] = v[1];if (e->maxs[1] < v[1]) e->maxs[1] = v[1];
-                               if (e->mins[2] > v[2]) e->mins[2] = v[2];if (e->maxs[2] < v[2]) e->maxs[2] = v[2];
-                               VectorSubtract(v, e->origin, temp);
-                               dist = DotProduct(temp, temp);
-                               if (radius2 < dist)
-                                       radius2 = dist;
-                       }
-               }
-               if (e->cullradius2 > radius2)
-               {
-                       e->cullradius2 = radius2;
-                       e->cullradius = sqrt(e->cullradius2);
-               }
-               if (e->mins[0] < e->origin[0] - e->lightradius) e->mins[0] = e->origin[0] - e->lightradius;
-               if (e->maxs[0] > e->origin[0] + e->lightradius) e->maxs[0] = e->origin[0] + e->lightradius;
-               if (e->mins[1] < e->origin[1] - e->lightradius) e->mins[1] = e->origin[1] - e->lightradius;
-               if (e->maxs[1] > e->origin[1] + e->lightradius) e->maxs[1] = e->origin[1] + e->lightradius;
-               if (e->mins[2] < e->origin[2] - e->lightradius) e->mins[2] = e->origin[2] - e->lightradius;
-               if (e->maxs[2] > e->origin[2] + e->lightradius) e->maxs[2] = e->origin[2] + e->lightradius;
-               // clip shadow volumes against eachother to remove unnecessary
-               // polygons(and sections of polygons)
-               {
-                       //vec3_t polymins, polymaxs;
-                       int maxverts = 4;
-                       float *verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
-                       float f, *v0, *v1, projectdistance;
-
-                       e->shadowvolume = Mod_ShadowMesh_Begin(loadmodel->mempool, 1024);
-#if 0
-                       {
-                       vec3_t outermins, outermaxs, innermins, innermaxs;
-                       innermins[0] = e->mins[0] - 1;
-                       innermins[1] = e->mins[1] - 1;
-                       innermins[2] = e->mins[2] - 1;
-                       innermaxs[0] = e->maxs[0] + 1;
-                       innermaxs[1] = e->maxs[1] + 1;
-                       innermaxs[2] = e->maxs[2] + 1;
-                       outermins[0] = loadmodel->normalmins[0] - 1;
-                       outermins[1] = loadmodel->normalmins[1] - 1;
-                       outermins[2] = loadmodel->normalmins[2] - 1;
-                       outermaxs[0] = loadmodel->normalmaxs[0] + 1;
-                       outermaxs[1] = loadmodel->normalmaxs[1] + 1;
-                       outermaxs[2] = loadmodel->normalmaxs[2] + 1;
-                       // add bounding box around the whole shadow volume set,
-                       // facing inward to limit light area, with an outer bounding box
-                       // facing outward (this is needed by the shadow rendering method)
-                       // X major
-                       verts[ 0] = innermaxs[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
-                       verts[ 3] = innermaxs[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
-                       verts[ 6] = innermaxs[0];verts[ 7] = innermaxs[1];verts[ 8] = innermins[2];
-                       verts[ 9] = innermaxs[0];verts[10] = innermaxs[1];verts[11] = innermaxs[2];
-                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
-                       verts[ 0] = outermaxs[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
-                       verts[ 3] = outermaxs[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
-                       verts[ 6] = outermaxs[0];verts[ 7] = outermins[1];verts[ 8] = outermins[2];
-                       verts[ 9] = outermaxs[0];verts[10] = outermins[1];verts[11] = outermaxs[2];
-                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
-                       // X minor
-                       verts[ 0] = innermins[0];verts[ 1] = innermaxs[1];verts[ 2] = innermaxs[2];
-                       verts[ 3] = innermins[0];verts[ 4] = innermaxs[1];verts[ 5] = innermins[2];
-                       verts[ 6] = innermins[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
-                       verts[ 9] = innermins[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
-                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
-                       verts[ 0] = outermins[0];verts[ 1] = outermins[1];verts[ 2] = outermaxs[2];
-                       verts[ 3] = outermins[0];verts[ 4] = outermins[1];verts[ 5] = outermins[2];
-                       verts[ 6] = outermins[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
-                       verts[ 9] = outermins[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
-                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
-                       // Y major
-                       verts[ 0] = innermaxs[0];verts[ 1] = innermaxs[1];verts[ 2] = innermaxs[2];
-                       verts[ 3] = innermaxs[0];verts[ 4] = innermaxs[1];verts[ 5] = innermins[2];
-                       verts[ 6] = innermins[0];verts[ 7] = innermaxs[1];verts[ 8] = innermins[2];
-                       verts[ 9] = innermins[0];verts[10] = innermaxs[1];verts[11] = innermaxs[2];
-                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
-                       verts[ 0] = outermins[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
-                       verts[ 3] = outermins[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
-                       verts[ 6] = outermaxs[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
-                       verts[ 9] = outermaxs[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
-                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
-                       // Y minor
-                       verts[ 0] = innermins[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
-                       verts[ 3] = innermins[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
-                       verts[ 6] = innermaxs[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
-                       verts[ 9] = innermaxs[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
-                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
-                       verts[ 0] = outermaxs[0];verts[ 1] = outermins[1];verts[ 2] = outermaxs[2];
-                       verts[ 3] = outermaxs[0];verts[ 4] = outermins[1];verts[ 5] = outermins[2];
-                       verts[ 6] = outermins[0];verts[ 7] = outermins[1];verts[ 8] = outermins[2];
-                       verts[ 9] = outermins[0];verts[10] = outermins[1];verts[11] = outermaxs[2];
-                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
-                       // Z major
-                       verts[ 0] = innermaxs[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
-                       verts[ 3] = innermaxs[0];verts[ 4] = innermaxs[1];verts[ 5] = innermaxs[2];
-                       verts[ 6] = innermins[0];verts[ 7] = innermaxs[1];verts[ 8] = innermaxs[2];
-                       verts[ 9] = innermins[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
-                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
-                       verts[ 0] = outermaxs[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
-                       verts[ 3] = outermaxs[0];verts[ 4] = outermins[1];verts[ 5] = outermaxs[2];
-                       verts[ 6] = outermins[0];verts[ 7] = outermins[1];verts[ 8] = outermaxs[2];
-                       verts[ 9] = outermins[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
-                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
-                       // Z minor
-                       verts[ 0] = innermaxs[0];verts[ 1] = innermaxs[1];verts[ 2] = innermins[2];
-                       verts[ 3] = innermaxs[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
-                       verts[ 6] = innermins[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
-                       verts[ 9] = innermins[0];verts[10] = innermaxs[1];verts[11] = innermins[2];
-                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
-                       verts[ 0] = outermaxs[0];verts[ 1] = outermins[1];verts[ 2] = outermins[2];
-                       verts[ 3] = outermaxs[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
-                       verts[ 6] = outermins[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
-                       verts[ 9] = outermins[0];verts[10] = outermins[1];verts[11] = outermins[2];
-                       Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
-                       }
-#endif
-                       castshadowcount++;
-                       for (j = 0;j < e->numsurfaces;j++)
-                       {
-                               surf = e->surfaces[j];
-                               if (surf->flags & SURF_SHADOWCAST)
-                                       surf->castshadow = castshadowcount;
-                       }
-                       for (j = 0;j < e->numsurfaces;j++)
-                       {
-                               surf = e->surfaces[j];
-                               if (surf->castshadow != castshadowcount)
-                                       continue;
-                               f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
-                               if (surf->flags & SURF_PLANEBACK)
-                                       f = -f;
-                               projectdistance = e->lightradius;
-                               if (maxverts < surf->poly_numverts)
-                               {
-                                       maxverts = surf->poly_numverts;
-                                       if (verts)
-                                               Mem_Free(verts);
-                                       verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
-                               }
-                               // copy the original polygon, for the front cap of the volume
-                               for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
-                                       VectorCopy(v0, v1);
-                               Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, surf->poly_numverts, verts);
-                               // project the original polygon, reversed, for the back cap of the volume
-                               for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
-                               {
-                                       VectorSubtract(v0, e->origin, temp);
-                                       VectorNormalize(temp);
-                                       VectorMA(v0, projectdistance, temp, v1);
-                               }
-                               Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, surf->poly_numverts, verts);
-                               // project the shadow volume sides
-                               for (l = surf->poly_numverts - 1, k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;l = k, k++, v0 = v1, v1 += 3)
-                               {
-                                       if (!surf->neighborsurfaces[l] || surf->neighborsurfaces[l]->castshadow != castshadowcount)
-                                       {
-                                               VectorCopy(v1, &verts[0]);
-                                               VectorCopy(v0, &verts[3]);
-                                               VectorCopy(v0, &verts[6]);
-                                               VectorCopy(v1, &verts[9]);
-                                               VectorSubtract(&verts[6], e->origin, temp);
-                                               VectorNormalize(temp);
-                                               VectorMA(&verts[6], projectdistance, temp, &verts[6]);
-                                               VectorSubtract(&verts[9], e->origin, temp);
-                                               VectorNormalize(temp);
-                                               VectorMA(&verts[9], projectdistance, temp, &verts[9]);
-                                               Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
-                                       }
-                               }
-                       }
-                       // build the triangle mesh
-                       e->shadowvolume = Mod_ShadowMesh_Finish(loadmodel->mempool, e->shadowvolume);
-                       {
-                               shadowmesh_t *mesh;
-                               l = 0;
-                               for (mesh = e->shadowvolume;mesh;mesh = mesh->next)
-                                       l += mesh->numtriangles;
-                               Con_Printf("light %i shadow volume built containing %i triangles\n", lnum, l);
-                       }
-               }
-       }
-}
-*/
-
-
 static void Mod_Q1BSP_LoadVisibility(lump_t *l)
 {
-       loadmodel->brushq1.visdata = NULL;
+       loadmodel->brushq1.num_compressedpvs = 0;
+       loadmodel->brushq1.data_compressedpvs = NULL;
        if (!l->filelen)
                return;
-       loadmodel->brushq1.visdata = Mem_Alloc(loadmodel->mempool, l->filelen);
-       memcpy(loadmodel->brushq1.visdata, mod_base + l->fileofs, l->filelen);
+       loadmodel->brushq1.num_compressedpvs = l->filelen;
+       loadmodel->brushq1.data_compressedpvs = Mem_Alloc(loadmodel->mempool, l->filelen);
+       memcpy(loadmodel->brushq1.data_compressedpvs, mod_base + l->fileofs, l->filelen);
 }
 
 // used only for HalfLife maps
@@ -1216,7 +1187,7 @@ static void Mod_Q1BSP_ParseWadsFromEntityLump(const char *data)
                strcpy(value, com_token);
                if (!strcmp("wad", key)) // for HalfLife maps
                {
-                       if (loadmodel->brushq1.ishlbsp)
+                       if (loadmodel->brush.ishlbsp)
                        {
                                j = 0;
                                for (i = 0;i < 4096;i++)
@@ -1254,7 +1225,7 @@ static void Mod_Q1BSP_LoadEntities(lump_t *l)
                return;
        loadmodel->brush.entities = Mem_Alloc(loadmodel->mempool, l->filelen);
        memcpy(loadmodel->brush.entities, mod_base + l->fileofs, l->filelen);
-       if (loadmodel->brushq1.ishlbsp)
+       if (loadmodel->brush.ishlbsp)
                Mod_Q1BSP_ParseWadsFromEntityLump(loadmodel->brush.entities);
 }
 
@@ -1295,7 +1266,7 @@ static void Mod_Q1BSP_LoadSubmodels(lump_t *l)
        out = Mem_Alloc(loadmodel->mempool, count*sizeof(*out));
 
        loadmodel->brushq1.submodels = out;
-       loadmodel->brushq1.numsubmodels = count;
+       loadmodel->brush.numsubmodels = count;
 
        for ( i=0 ; i<count ; i++, in++, out++)
        {
@@ -1517,13 +1488,13 @@ static void Mod_Q1BSP_GenerateWarpMesh(msurface_t *surf)
                Host_Error("Mod_Q1BSP_GenerateWarpMesh: no triangles?\n");
 
        surf->mesh = mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + subdivpolytriangles * sizeof(int[3]) + subdivpolyverts * sizeof(surfvertex_t));
-       mesh->numverts = subdivpolyverts;
-       mesh->numtriangles = subdivpolytriangles;
+       mesh->num_vertices = subdivpolyverts;
+       mesh->num_triangles = subdivpolytriangles;
        mesh->vertex = (surfvertex_t *)(mesh + 1);
-       mesh->index = (int *)(mesh->vertex + mesh->numverts);
-       memset(mesh->vertex, 0, mesh->numverts * sizeof(surfvertex_t));
+       mesh->index = (int *)(mesh->vertex + mesh->num_vertices);
+       memset(mesh->vertex, 0, mesh->num_vertices * sizeof(surfvertex_t));
 
-       for (i = 0;i < mesh->numtriangles;i++)
+       for (i = 0;i < mesh->num_triangles;i++)
                for (j = 0;j < 3;j++)
                        mesh->index[i*3+j] = subdivpolyindex[i][j];
 
@@ -1540,18 +1511,18 @@ static surfmesh_t *Mod_Q1BSP_AllocSurfMesh(int numverts, int numtriangles)
 {
        surfmesh_t *mesh;
        mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + numtriangles * sizeof(int[6]) + numverts * (3 + 2 + 2 + 2 + 3 + 3 + 3 + 1) * sizeof(float));
-       mesh->numverts = numverts;
-       mesh->numtriangles = numtriangles;
-       mesh->vertex3f = (float *)(mesh + 1);
-       mesh->texcoordtexture2f = mesh->vertex3f + mesh->numverts * 3;
-       mesh->texcoordlightmap2f = mesh->texcoordtexture2f + mesh->numverts * 2;
-       mesh->texcoorddetail2f = mesh->texcoordlightmap2f + mesh->numverts * 2;
-       mesh->svector3f = (float *)(mesh->texcoorddetail2f + mesh->numverts * 2);
-       mesh->tvector3f = mesh->svector3f + mesh->numverts * 3;
-       mesh->normal3f = mesh->tvector3f + mesh->numverts * 3;
-       mesh->lightmapoffsets = (int *)(mesh->normal3f + mesh->numverts * 3);
-       mesh->element3i = mesh->lightmapoffsets + mesh->numverts;
-       mesh->neighbor3i = mesh->element3i + mesh->numtriangles * 3;
+       mesh->num_vertices = numverts;
+       mesh->num_triangles = numtriangles;
+       mesh->data_vertex3f = (float *)(mesh + 1);
+       mesh->data_texcoordtexture2f = mesh->data_vertex3f + mesh->num_vertices * 3;
+       mesh->data_texcoordlightmap2f = mesh->data_texcoordtexture2f + mesh->num_vertices * 2;
+       mesh->data_texcoorddetail2f = mesh->data_texcoordlightmap2f + mesh->num_vertices * 2;
+       mesh->data_svector3f = (float *)(mesh->data_texcoorddetail2f + mesh->num_vertices * 2);
+       mesh->data_tvector3f = mesh->data_svector3f + mesh->num_vertices * 3;
+       mesh->data_normal3f = mesh->data_tvector3f + mesh->num_vertices * 3;
+       mesh->data_lightmapoffsets = (int *)(mesh->data_normal3f + mesh->num_vertices * 3);
+       mesh->data_element3i = mesh->data_lightmapoffsets + mesh->num_vertices;
+       mesh->data_neighbor3i = mesh->data_element3i + mesh->num_triangles * 3;
        return mesh;
 }
 
@@ -1673,7 +1644,7 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                i = LittleLong(in->lightofs);
                if (i == -1)
                        surf->samples = NULL;
-               else if (loadmodel->brushq1.ishlbsp) // LordHavoc: HalfLife map (bsp version 30)
+               else if (loadmodel->brush.ishlbsp) // LordHavoc: HalfLife map (bsp version 30)
                        surf->samples = loadmodel->brushq1.lightdata + i;
                else // LordHavoc: white lighting (bsp version 29)
                        surf->samples = loadmodel->brushq1.lightdata + (i * 3);
@@ -1690,52 +1661,51 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
        }
 
        loadmodel->brushq1.entiremesh = Mod_Q1BSP_AllocSurfMesh(totalverts, totaltris);
-       loadmodel->brushq1.surfmeshes = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) * totalmeshes);
 
        for (surfnum = 0, surf = loadmodel->brushq1.surfaces, totalverts = 0, totaltris = 0, totalmeshes = 0;surfnum < count;surfnum++, totalverts += surf->poly_numverts, totaltris += surf->poly_numverts - 2, totalmeshes++, surf++)
        {
-               mesh = surf->mesh = loadmodel->brushq1.surfmeshes + totalmeshes;
-               mesh->numverts = surf->poly_numverts;
-               mesh->numtriangles = surf->poly_numverts - 2;
-               mesh->vertex3f = loadmodel->brushq1.entiremesh->vertex3f + totalverts * 3;
-               mesh->texcoordtexture2f = loadmodel->brushq1.entiremesh->texcoordtexture2f + totalverts * 2;
-               mesh->texcoordlightmap2f = loadmodel->brushq1.entiremesh->texcoordlightmap2f + totalverts * 2;
-               mesh->texcoorddetail2f = loadmodel->brushq1.entiremesh->texcoorddetail2f + totalverts * 2;
-               mesh->svector3f = loadmodel->brushq1.entiremesh->svector3f + totalverts * 3;
-               mesh->tvector3f = loadmodel->brushq1.entiremesh->tvector3f + totalverts * 3;
-               mesh->normal3f = loadmodel->brushq1.entiremesh->normal3f + totalverts * 3;
-               mesh->lightmapoffsets = loadmodel->brushq1.entiremesh->lightmapoffsets + totalverts;
-               mesh->element3i = loadmodel->brushq1.entiremesh->element3i + totaltris * 3;
-               mesh->neighbor3i = loadmodel->brushq1.entiremesh->neighbor3i + totaltris * 3;
+               mesh = &surf->mesh;
+               mesh->num_vertices = surf->poly_numverts;
+               mesh->num_triangles = surf->poly_numverts - 2;
+               mesh->data_vertex3f = loadmodel->brushq1.entiremesh->data_vertex3f + totalverts * 3;
+               mesh->data_texcoordtexture2f = loadmodel->brushq1.entiremesh->data_texcoordtexture2f + totalverts * 2;
+               mesh->data_texcoordlightmap2f = loadmodel->brushq1.entiremesh->data_texcoordlightmap2f + totalverts * 2;
+               mesh->data_texcoorddetail2f = loadmodel->brushq1.entiremesh->data_texcoorddetail2f + totalverts * 2;
+               mesh->data_svector3f = loadmodel->brushq1.entiremesh->data_svector3f + totalverts * 3;
+               mesh->data_tvector3f = loadmodel->brushq1.entiremesh->data_tvector3f + totalverts * 3;
+               mesh->data_normal3f = loadmodel->brushq1.entiremesh->data_normal3f + totalverts * 3;
+               mesh->data_lightmapoffsets = loadmodel->brushq1.entiremesh->data_lightmapoffsets + totalverts;
+               mesh->data_element3i = loadmodel->brushq1.entiremesh->data_element3i + totaltris * 3;
+               mesh->data_neighbor3i = loadmodel->brushq1.entiremesh->data_neighbor3i + totaltris * 3;
 
                surf->lightmaptexturestride = 0;
                surf->lightmaptexture = NULL;
 
-               for (i = 0;i < mesh->numverts;i++)
+               for (i = 0;i < mesh->num_vertices;i++)
                {
-                       mesh->vertex3f[i * 3 + 0] = surf->poly_verts[i * 3 + 0];
-                       mesh->vertex3f[i * 3 + 1] = surf->poly_verts[i * 3 + 1];
-                       mesh->vertex3f[i * 3 + 2] = surf->poly_verts[i * 3 + 2];
-                       s = DotProduct((mesh->vertex3f + i * 3), surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3];
-                       t = DotProduct((mesh->vertex3f + i * 3), surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3];
-                       mesh->texcoordtexture2f[i * 2 + 0] = s / surf->texinfo->texture->width;
-                       mesh->texcoordtexture2f[i * 2 + 1] = t / surf->texinfo->texture->height;
-                       mesh->texcoorddetail2f[i * 2 + 0] = s * (1.0f / 16.0f);
-                       mesh->texcoorddetail2f[i * 2 + 1] = t * (1.0f / 16.0f);
-                       mesh->texcoordlightmap2f[i * 2 + 0] = 0;
-                       mesh->texcoordlightmap2f[i * 2 + 1] = 0;
-                       mesh->lightmapoffsets[i] = 0;
+                       mesh->data_vertex3f[i * 3 + 0] = surf->poly_verts[i * 3 + 0];
+                       mesh->data_vertex3f[i * 3 + 1] = surf->poly_verts[i * 3 + 1];
+                       mesh->data_vertex3f[i * 3 + 2] = surf->poly_verts[i * 3 + 2];
+                       s = DotProduct((mesh->data_vertex3f + i * 3), surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3];
+                       t = DotProduct((mesh->data_vertex3f + i * 3), surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3];
+                       mesh->data_texcoordtexture2f[i * 2 + 0] = s / surf->texinfo->texture->width;
+                       mesh->data_texcoordtexture2f[i * 2 + 1] = t / surf->texinfo->texture->height;
+                       mesh->data_texcoorddetail2f[i * 2 + 0] = s * (1.0f / 16.0f);
+                       mesh->data_texcoorddetail2f[i * 2 + 1] = t * (1.0f / 16.0f);
+                       mesh->data_texcoordlightmap2f[i * 2 + 0] = 0;
+                       mesh->data_texcoordlightmap2f[i * 2 + 1] = 0;
+                       mesh->data_lightmapoffsets[i] = 0;
                }
 
-               for (i = 0;i < mesh->numtriangles;i++)
+               for (i = 0;i < mesh->num_triangles;i++)
                {
-                       mesh->element3i[i * 3 + 0] = 0;
-                       mesh->element3i[i * 3 + 1] = i + 1;
-                       mesh->element3i[i * 3 + 2] = i + 2;
+                       mesh->data_element3i[i * 3 + 0] = 0;
+                       mesh->data_element3i[i * 3 + 1] = i + 1;
+                       mesh->data_element3i[i * 3 + 2] = i + 2;
                }
 
-               Mod_BuildTriangleNeighbors(mesh->neighbor3i, mesh->element3i, mesh->numtriangles);
-               Mod_BuildTextureVectorsAndNormals(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->texcoordtexture2f, mesh->element3i, mesh->svector3f, mesh->tvector3f, mesh->normal3f);
+               Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
+               Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, mesh->data_vertex3f, mesh->data_texcoordtexture2f, mesh->data_element3i, mesh->data_svector3f, mesh->data_tvector3f, mesh->data_normal3f);
 
                if (surf->texinfo->texture->shader == &Cshader_wall_lightmap)
                {
@@ -1760,16 +1730,16 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                        uscale = (uscale - ubase) / (smax + 1);
                        vscale = (vscale - vbase) / (tmax + 1);
 
-                       for (i = 0;i < mesh->numverts;i++)
+                       for (i = 0;i < mesh->num_vertices;i++)
                        {
-                               u = ((DotProduct((mesh->vertex3f + i * 3), surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]) + 8 - surf->texturemins[0]) * (1.0 / 16.0);
-                               v = ((DotProduct((mesh->vertex3f + i * 3), surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]) + 8 - surf->texturemins[1]) * (1.0 / 16.0);
-                               mesh->texcoordlightmap2f[i * 2 + 0] = u * uscale + ubase;
-                               mesh->texcoordlightmap2f[i * 2 + 1] = v * vscale + vbase;
+                               u = ((DotProduct((mesh->data_vertex3f + i * 3), surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]) + 8 - surf->texturemins[0]) * (1.0 / 16.0);
+                               v = ((DotProduct((mesh->data_vertex3f + i * 3), surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]) + 8 - surf->texturemins[1]) * (1.0 / 16.0);
+                               mesh->data_texcoordlightmap2f[i * 2 + 0] = u * uscale + ubase;
+                               mesh->data_texcoordlightmap2f[i * 2 + 1] = v * vscale + vbase;
                                // LordHavoc: calc lightmap data offset for vertex lighting to use
                                iu = (int) u;
                                iv = (int) v;
-                               mesh->lightmapoffsets[i] = (bound(0, iv, tmax) * (smax+1) + bound(0, iu, smax)) * 3;
+                               mesh->data_lightmapoffsets[i] = (bound(0, iv, tmax) * (smax+1) + bound(0, iu, smax)) * 3;
                        }
                }
        }
@@ -1828,9 +1798,10 @@ static void Mod_Q1BSP_LoadNodes(lump_t *l)
 
 static void Mod_Q1BSP_LoadLeafs(lump_t *l)
 {
-       dleaf_t         *in;
-       mleaf_t         *out;
-       int                     i, j, count, p;
+       dleaf_t *in;
+       mleaf_t *out;
+       int i, j, count, p, pvschainbytes;
+       qbyte *pvs;
 
        in = (void *)(mod_base + l->fileofs);
        if (l->filelen % sizeof(*in))
@@ -1840,6 +1811,8 @@ static void Mod_Q1BSP_LoadLeafs(lump_t *l)
 
        loadmodel->brushq1.leafs = out;
        loadmodel->brushq1.numleafs = count;
+       pvschainbytes = ((loadmodel->brushq1.numleafs - 1)+7)>>3;
+       loadmodel->brushq1.data_decompressedpvs = pvs = Mem_Alloc(loadmodel->mempool, loadmodel->brushq1.numleafs * pvschainbytes);
 
        for ( i=0 ; i<count ; i++, in++, out++)
        {
@@ -1849,20 +1822,33 @@ static void Mod_Q1BSP_LoadLeafs(lump_t *l)
                        out->maxs[j] = LittleShort(in->maxs[j]);
                }
 
-               p = LittleLong(in->contents);
-               out->contents = p;
+               // FIXME: this function could really benefit from some error checking
 
-               out->firstmarksurface = loadmodel->brushq1.marksurfaces +
-                       LittleShort(in->firstmarksurface);
+               out->contents = LittleLong(in->contents);
+
+               out->firstmarksurface = loadmodel->brushq1.marksurfaces + LittleShort(in->firstmarksurface);
                out->nummarksurfaces = LittleShort(in->nummarksurfaces);
+               if (out->firstmarksurface < 0 || LittleShort(in->firstmarksurface) + out->nummarksurfaces > loadmodel->brushq1.nummarksurfaces)
+               {
+                       Con_Printf("Mod_Q1BSP_LoadLeafs: invalid marksurface range %i:%i outside range %i:%i\n", out->firstmarksurface, out->firstmarksurface + out->nummarksurfaces, 0, loadmodel->brushq1.nummarksurfaces);
+                       out->firstmarksurface = NULL;
+                       out->nummarksurfaces = 0;
+               }
+
+               out->pvsdata = pvs;
+               memset(out->pvsdata, 0xFF, pvschainbytes);
+               pvs += pvschainbytes;
 
                p = LittleLong(in->visofs);
-               if (p == -1)
-                       out->compressed_vis = NULL;
-               else
-                       out->compressed_vis = loadmodel->brushq1.visdata + p;
+               if (p >= 0)
+               {
+                       if (p >= loadmodel->brushq1.num_compressedpvs)
+                               Con_Printf("Mod_Q1BSP_LoadLeafs: invalid visofs\n");
+                       else
+                               Mod_Q1BSP_DecompressVis(loadmodel->brushq1.data_compressedpvs + p, loadmodel->brushq1.data_compressedpvs + loadmodel->brushq1.num_compressedpvs, out->pvsdata, out->pvsdata + pvschainbytes);
+               }
 
-               for (j=0 ; j<4 ; j++)
+               for (j = 0;j < 4;j++)
                        out->ambient_sound_level[j] = in->ambient_level[j];
 
                // FIXME: Insert caustics here
@@ -1884,7 +1870,7 @@ static void Mod_Q1BSP_LoadClipnodes(lump_t *l)
        loadmodel->brushq1.clipnodes = out;
        loadmodel->brushq1.numclipnodes = count;
 
-       if (loadmodel->brushq1.ishlbsp)
+       if (loadmodel->brush.ishlbsp)
        {
                hull = &loadmodel->brushq1.hulls[1];
                hull->clipnodes = out;
@@ -2023,317 +2009,30 @@ static void Mod_Q1BSP_LoadSurfedges(lump_t *l)
 
        for (i = 0;i < loadmodel->brushq1.numsurfedges;i++)
                loadmodel->brushq1.surfedges[i] = LittleLong(in[i]);
-}
-
-
-static void Mod_Q1BSP_LoadPlanes(lump_t *l)
-{
-       int                     i;
-       mplane_t        *out;
-       dplane_t        *in;
-
-       in = (void *)(mod_base + l->fileofs);
-       if (l->filelen % sizeof(*in))
-               Host_Error("Mod_Q1BSP_LoadPlanes: funny lump size in %s", loadmodel->name);
-
-       loadmodel->brushq1.numplanes = l->filelen / sizeof(*in);
-       loadmodel->brushq1.planes = out = Mem_Alloc(loadmodel->mempool, loadmodel->brushq1.numplanes * sizeof(*out));
-
-       for (i = 0;i < loadmodel->brushq1.numplanes;i++, in++, out++)
-       {
-               out->normal[0] = LittleFloat(in->normal[0]);
-               out->normal[1] = LittleFloat(in->normal[1]);
-               out->normal[2] = LittleFloat(in->normal[2]);
-               out->dist = LittleFloat(in->dist);
-
-               PlaneClassify(out);
-       }
-}
-
-#define MAX_POINTS_ON_WINDING 64
-
-typedef struct
-{
-       int numpoints;
-       int padding;
-       double points[8][3]; // variable sized
-}
-winding_t;
-
-/*
-==================
-NewWinding
-==================
-*/
-static winding_t *NewWinding(int points)
-{
-       winding_t *w;
-       int size;
-
-       if (points > MAX_POINTS_ON_WINDING)
-               Sys_Error("NewWinding: too many points\n");
-
-       size = sizeof(winding_t) + sizeof(double[3]) * (points - 8);
-       w = Mem_Alloc(loadmodel->mempool, size);
-       memset(w, 0, size);
-
-       return w;
-}
-
-static void FreeWinding(winding_t *w)
-{
-       Mem_Free(w);
-}
-
-/*
-=================
-BaseWindingForPlane
-=================
-*/
-static winding_t *BaseWindingForPlane(mplane_t *p)
-{
-       double org[3], vright[3], vup[3], normal[3];
-       winding_t *w;
-
-       VectorCopy(p->normal, normal);
-       VectorVectorsDouble(normal, vright, vup);
-
-       VectorScale(vup, 1024.0*1024.0*1024.0, vup);
-       VectorScale(vright, 1024.0*1024.0*1024.0, vright);
-
-       // project a really big axis aligned box onto the plane
-       w = NewWinding(4);
-
-       VectorScale(p->normal, p->dist, org);
-
-       VectorSubtract(org, vright, w->points[0]);
-       VectorAdd(w->points[0], vup, w->points[0]);
-
-       VectorAdd(org, vright, w->points[1]);
-       VectorAdd(w->points[1], vup, w->points[1]);
-
-       VectorAdd(org, vright, w->points[2]);
-       VectorSubtract(w->points[2], vup, w->points[2]);
-
-       VectorSubtract(org, vright, w->points[3]);
-       VectorSubtract(w->points[3], vup, w->points[3]);
-
-       w->numpoints = 4;
-
-       return w;
-}
-
-/*
-==================
-ClipWinding
-
-Clips the winding to the plane, returning the new winding on the positive side
-Frees the input winding.
-If keepon is true, an exactly on-plane winding will be saved, otherwise
-it will be clipped away.
-==================
-*/
-static winding_t *ClipWinding(winding_t *in, mplane_t *split, int keepon)
-{
-       double  dists[MAX_POINTS_ON_WINDING + 1];
-       int             sides[MAX_POINTS_ON_WINDING + 1];
-       int             counts[3];
-       double  dot;
-       int             i, j;
-       double  *p1, *p2;
-       double  mid[3];
-       winding_t       *neww;
-       int             maxpts;
-
-       counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
-
-       // determine sides for each point
-       for (i = 0;i < in->numpoints;i++)
-       {
-               dists[i] = dot = DotProduct(in->points[i], split->normal) - split->dist;
-               if (dot > ON_EPSILON)
-                       sides[i] = SIDE_FRONT;
-               else if (dot < -ON_EPSILON)
-                       sides[i] = SIDE_BACK;
-               else
-                       sides[i] = SIDE_ON;
-               counts[sides[i]]++;
-       }
-       sides[i] = sides[0];
-       dists[i] = dists[0];
-
-       if (keepon && !counts[0] && !counts[1])
-               return in;
-
-       if (!counts[0])
-       {
-               FreeWinding(in);
-               return NULL;
-       }
-       if (!counts[1])
-               return in;
-
-       maxpts = in->numpoints+4;       // can't use counts[0]+2 because of fp grouping errors
-       if (maxpts > MAX_POINTS_ON_WINDING)
-               Sys_Error("ClipWinding: maxpts > MAX_POINTS_ON_WINDING");
-
-       neww = NewWinding(maxpts);
-
-       for (i = 0;i < in->numpoints;i++)
-       {
-               if (neww->numpoints >= maxpts)
-                       Sys_Error("ClipWinding: points exceeded estimate");
-
-               p1 = in->points[i];
-
-               if (sides[i] == SIDE_ON)
-               {
-                       VectorCopy(p1, neww->points[neww->numpoints]);
-                       neww->numpoints++;
-                       continue;
-               }
-
-               if (sides[i] == SIDE_FRONT)
-               {
-                       VectorCopy(p1, neww->points[neww->numpoints]);
-                       neww->numpoints++;
-               }
-
-               if (sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
-                       continue;
-
-               // generate a split point
-               p2 = in->points[(i+1)%in->numpoints];
-
-               dot = dists[i] / (dists[i]-dists[i+1]);
-               for (j = 0;j < 3;j++)
-               {       // avoid round off error when possible
-                       if (split->normal[j] == 1)
-                               mid[j] = split->dist;
-                       else if (split->normal[j] == -1)
-                               mid[j] = -split->dist;
-                       else
-                               mid[j] = p1[j] + dot* (p2[j]-p1[j]);
-               }
-
-               VectorCopy(mid, neww->points[neww->numpoints]);
-               neww->numpoints++;
-       }
-
-       // free the original winding
-       FreeWinding(in);
-
-       return neww;
-}
-
-
-/*
-==================
-DivideWinding
-
-Divides a winding by a plane, producing one or two windings.  The
-original winding is not damaged or freed.  If only on one side, the
-returned winding will be the input winding.  If on both sides, two
-new windings will be created.
-==================
-*/
-static void DivideWinding(winding_t *in, mplane_t *split, winding_t **front, winding_t **back)
-{
-       double  dists[MAX_POINTS_ON_WINDING + 1];
-       int             sides[MAX_POINTS_ON_WINDING + 1];
-       int             counts[3];
-       double  dot;
-       int             i, j;
-       double  *p1, *p2;
-       double  mid[3];
-       winding_t       *f, *b;
-       int             maxpts;
-
-       counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
-
-       // determine sides for each point
-       for (i = 0;i < in->numpoints;i++)
-       {
-               dot = DotProduct(in->points[i], split->normal);
-               dot -= split->dist;
-               dists[i] = dot;
-               if (dot > ON_EPSILON) sides[i] = SIDE_FRONT;
-               else if (dot < -ON_EPSILON) sides[i] = SIDE_BACK;
-               else sides[i] = SIDE_ON;
-               counts[sides[i]]++;
-       }
-       sides[i] = sides[0];
-       dists[i] = dists[0];
-
-       *front = *back = NULL;
-
-       if (!counts[0])
-       {
-               *back = in;
-               return;
-       }
-       if (!counts[1])
-       {
-               *front = in;
-               return;
-       }
-
-       maxpts = in->numpoints+4;       // can't use counts[0]+2 because of fp grouping errors
-
-       if (maxpts > MAX_POINTS_ON_WINDING)
-               Sys_Error("ClipWinding: maxpts > MAX_POINTS_ON_WINDING");
-
-       *front = f = NewWinding(maxpts);
-       *back = b = NewWinding(maxpts);
-
-       for (i = 0;i < in->numpoints;i++)
-       {
-               if (f->numpoints >= maxpts || b->numpoints >= maxpts)
-                       Sys_Error("DivideWinding: points exceeded estimate");
-
-               p1 = in->points[i];
-
-               if (sides[i] == SIDE_ON)
-               {
-                       VectorCopy(p1, f->points[f->numpoints]);
-                       f->numpoints++;
-                       VectorCopy(p1, b->points[b->numpoints]);
-                       b->numpoints++;
-                       continue;
-               }
-
-               if (sides[i] == SIDE_FRONT)
-               {
-                       VectorCopy(p1, f->points[f->numpoints]);
-                       f->numpoints++;
-               }
-               else if (sides[i] == SIDE_BACK)
-               {
-                       VectorCopy(p1, b->points[b->numpoints]);
-                       b->numpoints++;
-               }
+}
 
-               if (sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
-                       continue;
 
-               // generate a split point
-               p2 = in->points[(i+1)%in->numpoints];
+static void Mod_Q1BSP_LoadPlanes(lump_t *l)
+{
+       int                     i;
+       mplane_t        *out;
+       dplane_t        *in;
 
-               dot = dists[i] / (dists[i]-dists[i+1]);
-               for (j = 0;j < 3;j++)
-               {       // avoid round off error when possible
-                       if (split->normal[j] == 1)
-                               mid[j] = split->dist;
-                       else if (split->normal[j] == -1)
-                               mid[j] = -split->dist;
-                       else
-                               mid[j] = p1[j] + dot* (p2[j]-p1[j]);
-               }
+       in = (void *)(mod_base + l->fileofs);
+       if (l->filelen % sizeof(*in))
+               Host_Error("Mod_Q1BSP_LoadPlanes: funny lump size in %s", loadmodel->name);
+
+       loadmodel->brushq1.numplanes = l->filelen / sizeof(*in);
+       loadmodel->brushq1.planes = out = Mem_Alloc(loadmodel->mempool, loadmodel->brushq1.numplanes * sizeof(*out));
 
-               VectorCopy(mid, f->points[f->numpoints]);
-               f->numpoints++;
-               VectorCopy(mid, b->points[b->numpoints]);
-               b->numpoints++;
+       for (i = 0;i < loadmodel->brushq1.numplanes;i++, in++, out++)
+       {
+               out->normal[0] = LittleFloat(in->normal[0]);
+               out->normal[1] = LittleFloat(in->normal[1]);
+               out->normal[2] = LittleFloat(in->normal[2]);
+               out->dist = LittleFloat(in->dist);
+
+               PlaneClassify(out);
        }
 }
 
@@ -2512,7 +2211,7 @@ static void Mod_Q1BSP_FinalizePortals(void)
                                // advance to next portal
                                portal++;
                        }
-                       FreeWinding(p->winding);
+                       Winding_Free(p->winding);
                }
                FreePortal(p);
                p = pnext;
@@ -2614,9 +2313,9 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
        // create the new portal by generating a polygon for the node plane,
        // and clipping it by all of the other portals(which came from nodes above this one)
        nodeportal = AllocPortal();
-       nodeportal->plane = *node->plane;
+       nodeportal->plane = *plane;
 
-       nodeportalwinding = BaseWindingForPlane(node->plane);
+       nodeportalwinding = Winding_NewFromPlane(nodeportal->plane.normal[0], nodeportal->plane.normal[1], nodeportal->plane.normal[2], nodeportal->plane.dist);
        side = 0;       // shut up compiler warning
        for (portal = (portal_t *)node->portals;portal;portal = portal->next[side])
        {
@@ -2634,7 +2333,7 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
                else
                        Host_Error("Mod_Q1BSP_RecursiveNodePortals: mislinked portal");
 
-               nodeportalwinding = ClipWinding(nodeportalwinding, &clipplane, true);
+               nodeportalwinding = Winding_Clip(nodeportalwinding, clipplane.normal[0], clipplane.normal[1], clipplane.normal[2], clipplane.dist, true);
                if (!nodeportalwinding)
                {
                        Con_Printf("Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal was clipped away\n");
@@ -2667,7 +2366,7 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
                RemovePortalFromNodes(portal);
 
                // cut the portal into two portals, one on each side of the node plane
-               DivideWinding(portal->winding, plane, &frontwinding, &backwinding);
+               Winding_Divide(portal->winding, plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, &frontwinding, &backwinding);
 
                if (!frontwinding)
                {
@@ -2692,7 +2391,7 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
                *splitportal = *portal;
                splitportal->chain = temp;
                splitportal->winding = backwinding;
-               FreeWinding(portal->winding);
+               Winding_Free(portal->winding);
                portal->winding = frontwinding;
 
                if (side == 0)
@@ -2711,7 +2410,6 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
        Mod_Q1BSP_RecursiveNodePortals(back);
 }
 
-
 static void Mod_Q1BSP_MakePortals(void)
 {
        portalchain = NULL;
@@ -2854,6 +2552,90 @@ static void Mod_Q1BSP_BuildPVSTextureChains(model_t *model)
        }
 }
 
+static void Mod_Q1BSP_FatPVS_RecursiveBSPNode(model_t *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbytes, mnode_t *node)
+{
+       int i;
+       float d;
+
+       while (node->contents >= 0)
+       {
+               d = PlaneDiff(org, node->plane);
+               if (d > radius)
+                       node = node->children[0];
+               else if (d < -radius)
+                       node = node->children[1];
+               else
+               {
+                       // go down both sides
+                       Mod_Q1BSP_FatPVS_RecursiveBSPNode(model, org, radius, pvsbuffer, pvsbytes, node->children[0]);
+                       node = node->children[1];
+               }
+       }
+       // FIXME: code!
+       // if this is a leaf, accumulate the pvs bits
+       if (node->contents != CONTENTS_SOLID && ((mleaf_t *)node)->pvsdata)
+               for (i = 0;i < pvsbytes;i++)
+                       pvsbuffer[i] |= ((mleaf_t *)node)->pvsdata[i];
+}
+
+//Calculates a PVS that is the inclusive or of all leafs within radius pixels
+//of the given point.
+static int Mod_Q1BSP_FatPVS(model_t *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbufferlength)
+{
+       int bytes = ((model->brushq1.numleafs - 1) + 7) >> 3;
+       bytes = min(bytes, pvsbufferlength);
+       memset(pvsbuffer, 0, bytes);
+       Mod_Q1BSP_FatPVS_RecursiveBSPNode(model, org, radius, pvsbuffer, bytes, model->brushq1.nodes);
+       return bytes;
+}
+
+//Returns PVS data for a given point
+//(note: always returns valid data, never NULL)
+static qbyte *Mod_Q1BSP_GetPVS(model_t *model, const vec3_t p)
+{
+       mnode_t *node;
+       Mod_CheckLoaded(model);
+       // LordHavoc: modified to start at first clip node,
+       // in other words: first node of the (sub)model
+       node = model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode;
+       while (node->contents == 0)
+               node = node->children[(node->plane->type < 3 ? p[node->plane->type] : DotProduct(p,node->plane->normal)) < node->plane->dist];
+       return ((mleaf_t *)node)->pvsdata;
+}
+
+static void Mod_Q1BSP_RoundUpToHullSize(model_t *cmodel, const vec3_t inmins, const vec3_t inmaxs, vec3_t outmins, vec3_t outmaxs)
+{
+       vec3_t size;
+       const hull_t *hull;
+
+       VectorSubtract(inmaxs, inmins, size);
+       if (cmodel->brush.ishlbsp)
+       {
+               if (size[0] < 3)
+                       hull = &cmodel->brushq1.hulls[0]; // 0x0x0
+               else if (size[0] <= 32)
+               {
+                       if (size[2] < 54) // pick the nearest of 36 or 72
+                               hull = &cmodel->brushq1.hulls[3]; // 32x32x36
+                       else
+                               hull = &cmodel->brushq1.hulls[1]; // 32x32x72
+               }
+               else
+                       hull = &cmodel->brushq1.hulls[2]; // 64x64x64
+       }
+       else
+       {
+               if (size[0] < 3)
+                       hull = &cmodel->brushq1.hulls[0]; // 0x0x0
+               else if (size[0] <= 32)
+                       hull = &cmodel->brushq1.hulls[1]; // 32x32x56
+               else
+                       hull = &cmodel->brushq1.hulls[2]; // 64x64x88
+       }
+       VectorCopy(inmins, outmins);
+       VectorAdd(inmins, hull->clip_size, outmaxs);
+}
+
 extern void R_Model_Brush_DrawSky(entity_render_t *ent);
 extern void R_Model_Brush_Draw(entity_render_t *ent);
 extern void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius);
@@ -2868,7 +2650,6 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer)
        model_t *originalloadmodel;
        float dist, modelyawradius, modelradius, *vec;
        msurface_t *surf;
-       surfmesh_t *mesh;
 
        mod->type = mod_brush;
 
@@ -2877,17 +2658,24 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer)
        i = LittleLong(header->version);
        if (i != BSPVERSION && i != 30)
                Host_Error("Mod_Q1BSP_Load: %s has wrong version number(%i should be %i(Quake) or 30(HalfLife))", mod->name, i, BSPVERSION);
-       mod->brushq1.ishlbsp = i == 30;
-
+       mod->brush.ishlbsp = i == 30;
+
+       mod->brush.SuperContentsFromNativeContents = Mod_Q1BSP_SuperContentsFromNativeContents;
+       mod->brush.NativeContentsFromSuperContents = Mod_Q1BSP_NativeContentsFromSuperContents;
+       mod->brush.GetPVS = Mod_Q1BSP_GetPVS;
+       mod->brush.FatPVS = Mod_Q1BSP_FatPVS;
+       mod->brush.BoxTouchingPVS = Mod_Q1BSP_BoxTouchingPVS;
+       mod->brush.LightPoint = Mod_Q1BSP_LightPoint;
        mod->brush.FindNonSolidLocation = Mod_Q1BSP_FindNonSolidLocation;
        mod->brush.TraceBox = Mod_Q1BSP_TraceBox;
+       mod->brush.AmbientSoundLevelsForPoint = Mod_Q1BSP_AmbientSoundLevelsForPoint;
+       mod->brush.RoundUpToHullSize = Mod_Q1BSP_RoundUpToHullSize;
        mod->brushq1.PointInLeaf = Mod_Q1BSP_PointInLeaf;
-       mod->brushq1.LeafPVS = Mod_Q1BSP_LeafPVS;
        mod->brushq1.BuildPVSTextureChains = Mod_Q1BSP_BuildPVSTextureChains;
 
        if (loadmodel->isworldmodel)
        {
-               Cvar_SetValue("halflifebsp", mod->brushq1.ishlbsp);
+               Cvar_SetValue("halflifebsp", mod->brush.ishlbsp);
                // until we get a texture for it...
                R_ResetQuakeSky();
        }
@@ -2919,9 +2707,17 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer)
        Mod_Q1BSP_LoadClipnodes(&header->lumps[LUMP_CLIPNODES]);
        Mod_Q1BSP_LoadSubmodels(&header->lumps[LUMP_MODELS]);
 
+       if (mod->brushq1.data_compressedpvs)
+               Mem_Free(mod->brushq1.data_compressedpvs);
+       mod->brushq1.data_compressedpvs = NULL;
+       mod->brushq1.num_compressedpvs = 0;
+
        Mod_Q1BSP_MakeHull0();
        Mod_Q1BSP_MakePortals();
 
+       if (developer.integer)
+               Con_Printf("Some stats for q1bsp model \"%s\": %i faces, %i nodes, %i leafs, %i visleafs, %i visleafportals\n", loadmodel->name, loadmodel->brushq1.numsurfaces, loadmodel->brushq1.numnodes, loadmodel->brushq1.numleafs, loadmodel->brushq1.numleafs - 1, loadmodel->brushq1.numportals);
+
        mod->numframes = 2;             // regular and alternate animation
 
        mainmempool = mod->mempool;
@@ -2933,7 +2729,7 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer)
 //
 // set up the submodels(FIXME: this is confusing)
 //
-       for (i = 0;i < mod->brushq1.numsubmodels;i++)
+       for (i = 0;i < mod->brush.numsubmodels;i++)
        {
                bm = &mod->brushq1.submodels[i];
 
@@ -2950,7 +2746,6 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer)
                // this gets altered below if sky is used
                mod->DrawSky = NULL;
                mod->Draw = R_Model_Brush_Draw;
-               mod->DrawFakeShadow = NULL;
                mod->DrawShadowVolume = R_Model_Brush_DrawShadowVolume;
                mod->DrawLight = R_Model_Brush_DrawLight;
                mod->brushq1.pvstexturechains = Mem_Alloc(originalloadmodel->mempool, mod->brushq1.numtextures * sizeof(msurface_t **));
@@ -2971,26 +2766,23 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer)
                                if (surf->texinfo->texture->shader == &Cshader_sky)
                                        mod->DrawSky = R_Model_Brush_DrawSky;
                                // LordHavoc: submodels always clip, even if water
-                               if (mod->brushq1.numsubmodels - 1)
+                               if (mod->brush.numsubmodels - 1)
                                        surf->flags |= SURF_SOLIDCLIP;
                                // calculate bounding shapes
-                               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                               for (k = 0, vec = surf->mesh.data_vertex3f;k < surf->mesh.num_vertices;k++, vec += 3)
                                {
-                                       for (k = 0, vec = mesh->vertex3f;k < mesh->numverts;k++, vec += 3)
-                                       {
-                                               if (mod->normalmins[0] > vec[0]) mod->normalmins[0] = vec[0];
-                                               if (mod->normalmins[1] > vec[1]) mod->normalmins[1] = vec[1];
-                                               if (mod->normalmins[2] > vec[2]) mod->normalmins[2] = vec[2];
-                                               if (mod->normalmaxs[0] < vec[0]) mod->normalmaxs[0] = vec[0];
-                                               if (mod->normalmaxs[1] < vec[1]) mod->normalmaxs[1] = vec[1];
-                                               if (mod->normalmaxs[2] < vec[2]) mod->normalmaxs[2] = vec[2];
-                                               dist = vec[0]*vec[0]+vec[1]*vec[1];
-                                               if (modelyawradius < dist)
-                                                       modelyawradius = dist;
-                                               dist += vec[2]*vec[2];
-                                               if (modelradius < dist)
-                                                       modelradius = dist;
-                                       }
+                                       if (mod->normalmins[0] > vec[0]) mod->normalmins[0] = vec[0];
+                                       if (mod->normalmins[1] > vec[1]) mod->normalmins[1] = vec[1];
+                                       if (mod->normalmins[2] > vec[2]) mod->normalmins[2] = vec[2];
+                                       if (mod->normalmaxs[0] < vec[0]) mod->normalmaxs[0] = vec[0];
+                                       if (mod->normalmaxs[1] < vec[1]) mod->normalmaxs[1] = vec[1];
+                                       if (mod->normalmaxs[2] < vec[2]) mod->normalmaxs[2] = vec[2];
+                                       dist = vec[0]*vec[0]+vec[1]*vec[1];
+                                       if (modelyawradius < dist)
+                                               modelyawradius = dist;
+                                       dist += vec[2]*vec[2];
+                                       if (modelradius < dist)
+                                               modelradius = dist;
                                }
                        }
                        modelyawradius = sqrt(modelyawradius);
@@ -3010,11 +2802,11 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer)
                }
                Mod_Q1BSP_BuildSurfaceNeighbors(mod->brushq1.surfaces + mod->brushq1.firstmodelsurface, mod->brushq1.nummodelsurfaces, originalloadmodel->mempool);
 
-               mod->brushq1.numleafs = bm->visleafs;
+               mod->brushq1.visleafs = bm->visleafs;
 
                // LordHavoc: only register submodels if it is the world
                // (prevents bsp models from replacing world submodels)
-               if (loadmodel->isworldmodel && i < (mod->brushq1.numsubmodels - 1))
+               if (loadmodel->isworldmodel && i < (mod->brush.numsubmodels - 1))
                {
                        char    name[10];
                        // duplicate the basic information
@@ -3411,7 +3203,7 @@ static void Mod_Q2BSP_LoadModels(lump_t *l)
 */
 }
 
-void Mod_Q2BSP_Load(model_t *mod, void *buffer)
+void static Mod_Q2BSP_Load(model_t *mod, void *buffer)
 {
        int i;
        q2dheader_t *header;
@@ -3425,10 +3217,10 @@ void Mod_Q2BSP_Load(model_t *mod, void *buffer)
        i = LittleLong(header->version);
        if (i != Q2BSPVERSION)
                Host_Error("Mod_Q2BSP_Load: %s has wrong version number (%i, should be %i)", mod->name, i, Q2BSPVERSION);
-       mod->brushq1.ishlbsp = false;
+       mod->brush.ishlbsp = false;
        if (loadmodel->isworldmodel)
        {
-               Cvar_SetValue("halflifebsp", mod->brushq1.ishlbsp);
+               Cvar_SetValue("halflifebsp", mod->brush.ishlbsp);
                // until we get a texture for it...
                R_ResetQuakeSky();
        }
@@ -3463,6 +3255,8 @@ void Mod_Q2BSP_Load(model_t *mod, void *buffer)
        Mod_Q2BSP_LoadModels(&header->lumps[Q2LUMP_MODELS]);
 }
 
+static int Mod_Q3BSP_SuperContentsFromNativeContents(model_t *model, int nativecontents);
+static int Mod_Q3BSP_NativeContentsFromSuperContents(model_t *model, int supercontents);
 
 static void Mod_Q3BSP_LoadEntities(lump_t *l)
 {
@@ -3521,9 +3315,15 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
 
        for (i = 0;i < count;i++, in++, out++)
        {
-               strncpy(out->name, in->name, sizeof(out->name) - 1);
+               strlcpy (out->name, in->name, sizeof (out->name));
                out->surfaceflags = LittleLong(in->surfaceflags);
-               out->contents = LittleLong(in->contents);
+               out->nativecontents = LittleLong(in->contents);
+               out->supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, out->nativecontents);
+               out->renderflags = 0;
+               if (!strcmp(out->name, "caulk") || !strcmp(out->name, "common/caulk") || !strcmp(out->name, "textures/common/caulk"))
+                       out->renderflags |= Q3MTEXTURERENDERFLAGS_NODRAW;
+               if (!strncmp(out->name, "textures/skies/", 15))
+                       out->renderflags |= Q3MTEXTURERENDERFLAGS_SKY;
 
                out->number = i;
                Mod_LoadSkinFrame(&out->skin, out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, false, true, true);
@@ -3587,7 +3387,9 @@ static void Mod_Q3BSP_LoadBrushes(lump_t *l)
 {
        q3dbrush_t *in;
        q3mbrush_t *out;
-       int i, n, c, count;
+       int i, j, n, c, count, maxplanes;
+       mplane_t *planes;
+       winding_t *temp1, *temp2;
 
        in = (void *)(mod_base + l->fileofs);
        if (l->filelen % sizeof(*in))
@@ -3598,6 +3400,12 @@ static void Mod_Q3BSP_LoadBrushes(lump_t *l)
        loadmodel->brushq3.data_brushes = out;
        loadmodel->brushq3.num_brushes = count;
 
+       temp1 = Winding_New(64);
+       temp2 = Winding_New(64);
+
+       maxplanes = 0;
+       planes = NULL;
+
        for (i = 0;i < count;i++, in++, out++)
        {
                n = LittleLong(in->firstbrushside);
@@ -3610,7 +3418,27 @@ static void Mod_Q3BSP_LoadBrushes(lump_t *l)
                if (n < 0 || n >= loadmodel->brushq3.num_textures)
                        Host_Error("Mod_Q3BSP_LoadBrushes: invalid textureindex %i (%i textures)\n", n, loadmodel->brushq3.num_textures);
                out->texture = loadmodel->brushq3.data_textures + n;
+
+               // make a list of mplane_t structs to construct a colbrush from
+               if (maxplanes < out->numbrushsides)
+               {
+                       maxplanes = out->numbrushsides;
+                       if (planes)
+                               Mem_Free(planes);
+                       planes = Mem_Alloc(tempmempool, sizeof(mplane_t) * maxplanes);
+               }
+               for (j = 0;j < out->numbrushsides;j++)
+               {
+                       VectorCopy(out->firstbrushside[j].plane->normal, planes[j].normal);
+                       planes[j].dist = out->firstbrushside[j].plane->dist;
+               }
+               // make the colbrush from the planes
+               out->colbrushf = Collision_NewBrushFromPlanes(loadmodel->mempool, out->numbrushsides, planes, out->texture->supercontents, temp1, temp2);
        }
+       if (planes)
+               Mem_Free(planes);
+       Winding_Free(temp1);
+       Winding_Free(temp2);
 }
 
 static void Mod_Q3BSP_LoadEffects(lump_t *l)
@@ -3630,7 +3458,7 @@ static void Mod_Q3BSP_LoadEffects(lump_t *l)
 
        for (i = 0;i < count;i++, in++, out++)
        {
-               strncpy(out->shadername, in->shadername, sizeof(out->shadername) - 1);
+               strlcpy (out->shadername, in->shadername, sizeof (out->shadername));
                n = LittleLong(in->brushindex);
                if (n < 0 || n >= loadmodel->brushq3.num_brushes)
                        Host_Error("Mod_Q3BSP_LoadEffects: invalid brushindex %i (%i brushes)\n", n, loadmodel->brushq3.num_brushes);
@@ -3648,23 +3476,23 @@ static void Mod_Q3BSP_LoadVertices(lump_t *l)
        if (l->filelen % sizeof(*in))
                Host_Error("Mod_Q3BSP_LoadVertices: funny lump size in %s",loadmodel->name);
        loadmodel->brushq3.num_vertices = count = l->filelen / sizeof(*in);
-       loadmodel->brushq3.data_vertex3f = Mem_Alloc(loadmodel->mempool, count * sizeof(float[3]));
-       loadmodel->brushq3.data_texturetexcoord2f = Mem_Alloc(loadmodel->mempool, count * sizeof(float[2]));
-       loadmodel->brushq3.data_lightmaptexcoord2f = Mem_Alloc(loadmodel->mempool, count * sizeof(float[2]));
-       loadmodel->brushq3.data_svector3f = Mem_Alloc(loadmodel->mempool, count * sizeof(float[3]));
-       loadmodel->brushq3.data_tvector3f = Mem_Alloc(loadmodel->mempool, count * sizeof(float[3]));
-       loadmodel->brushq3.data_normal3f = Mem_Alloc(loadmodel->mempool, count * sizeof(float[3]));
-       loadmodel->brushq3.data_color4f = Mem_Alloc(loadmodel->mempool, count * sizeof(float[4]));
+       loadmodel->brushq3.data_vertex3f = Mem_Alloc(loadmodel->mempool, count * (sizeof(float) * (3 + 2 + 2 + 3 + 3 + 3 + 4)));
+       loadmodel->brushq3.data_texcoordtexture2f = loadmodel->brushq3.data_vertex3f + count * 3;
+       loadmodel->brushq3.data_texcoordlightmap2f = loadmodel->brushq3.data_texcoordtexture2f + count * 2;
+       loadmodel->brushq3.data_svector3f = loadmodel->brushq3.data_texcoordlightmap2f + count * 2;
+       loadmodel->brushq3.data_tvector3f = loadmodel->brushq3.data_svector3f + count * 3;
+       loadmodel->brushq3.data_normal3f = loadmodel->brushq3.data_tvector3f + count * 3;
+       loadmodel->brushq3.data_color4f = loadmodel->brushq3.data_normal3f + count * 3;
 
        for (i = 0;i < count;i++, in++)
        {
                loadmodel->brushq3.data_vertex3f[i * 3 + 0] = LittleFloat(in->origin3f[0]);
                loadmodel->brushq3.data_vertex3f[i * 3 + 1] = LittleFloat(in->origin3f[1]);
                loadmodel->brushq3.data_vertex3f[i * 3 + 2] = LittleFloat(in->origin3f[2]);
-               loadmodel->brushq3.data_texturetexcoord2f[i * 2 + 0] = LittleFloat(in->texcoord2f[0]);
-               loadmodel->brushq3.data_texturetexcoord2f[i * 2 + 1] = LittleFloat(in->texcoord2f[1]);
-               loadmodel->brushq3.data_lightmaptexcoord2f[i * 2 + 0] = LittleFloat(in->lightmap2f[0]);
-               loadmodel->brushq3.data_lightmaptexcoord2f[i * 2 + 1] = LittleFloat(in->lightmap2f[1]);
+               loadmodel->brushq3.data_texcoordtexture2f[i * 2 + 0] = LittleFloat(in->texcoord2f[0]);
+               loadmodel->brushq3.data_texcoordtexture2f[i * 2 + 1] = LittleFloat(in->texcoord2f[1]);
+               loadmodel->brushq3.data_texcoordlightmap2f[i * 2 + 0] = LittleFloat(in->lightmap2f[0]);
+               loadmodel->brushq3.data_texcoordlightmap2f[i * 2 + 1] = LittleFloat(in->lightmap2f[1]);
                // svector/tvector are calculated later in face loading
                loadmodel->brushq3.data_svector3f[i * 3 + 0] = 0;
                loadmodel->brushq3.data_svector3f[i * 3 + 1] = 0;
@@ -3692,17 +3520,20 @@ static void Mod_Q3BSP_LoadTriangles(lump_t *l)
        if (l->filelen % sizeof(int[3]))
                Host_Error("Mod_Q3BSP_LoadTriangles: funny lump size in %s",loadmodel->name);
        count = l->filelen / sizeof(*in);
-       out = Mem_Alloc(loadmodel->mempool, count * sizeof(*out));
+       out = Mem_Alloc(loadmodel->mempool, count * sizeof(*out) * 2);
 
        loadmodel->brushq3.num_triangles = count / 3;
        loadmodel->brushq3.data_element3i = out;
-       loadmodel->brushq3.data_neighbor3i = Mem_Alloc(loadmodel->mempool, count * sizeof(*out));
+       loadmodel->brushq3.data_neighbor3i = out + count;
 
        for (i = 0;i < count;i++, in++, out++)
        {
                *out = LittleLong(*in);
                if (*out < 0 || *out >= loadmodel->brushq3.num_vertices)
-                       Host_Error("Mod_Q3BSP_LoadTriangles: invalid vertexindex %i (%i vertices)\n", *out, loadmodel->brushq3.num_vertices);
+               {
+                       Con_Printf("Mod_Q3BSP_LoadTriangles: invalid vertexindex %i (%i vertices), setting to 0\n", *out, loadmodel->brushq3.num_vertices);
+                       *out = 0;
+               }
        }
 }
 
@@ -3712,6 +3543,8 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l)
        rtexture_t **out;
        int i, count;
 
+       if (!l->filelen)
+               return;
        in = (void *)(mod_base + l->fileofs);
        if (l->filelen % sizeof(*in))
                Host_Error("Mod_Q3BSP_LoadLightmaps: funny lump size in %s",loadmodel->name);
@@ -3729,7 +3562,17 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
 {
        q3dface_t *in;
        q3mface_t *out;
-       int i, j, n, count, invalidelements, patchsize[2];
+       int i, j, n, count, invalidelements, patchsize[2], finalwidth, finalheight, xlevel, ylevel, row0, row1, x, y, *e, finalvertices, finaltriangles;
+       //int *originalelement3i;
+       //int *originalneighbor3i;
+       float *originalvertex3f;
+       //float *originalsvector3f;
+       //float *originaltvector3f;
+       //float *originalnormal3f;
+       float *originalcolor4f;
+       float *originaltexcoordtexture2f;
+       float *originaltexcoordlightmap2f;
+       float *v;
 
        in = (void *)(mod_base + l->fileofs);
        if (l->filelen % sizeof(*in))
@@ -3785,41 +3628,41 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                        out->lightmaptexture = loadmodel->brushq3.data_lightmaps[n];
 
                out->firstvertex = LittleLong(in->firstvertex);
-               out->numvertices = LittleLong(in->numvertices);
+               out->num_vertices = LittleLong(in->numvertices);
                out->firstelement = LittleLong(in->firstelement);
-               out->numelements = LittleLong(in->numelements);
-               out->numtriangles = out->numelements / 3;
-               if (out->firstvertex < 0 || out->firstvertex + out->numvertices > loadmodel->brushq3.num_vertices)
+               out->num_triangles = LittleLong(in->numelements) / 3;
+               if (out->num_triangles * 3 != LittleLong(in->numelements))
                {
-                       Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid vertex range %i : %i (%i vertices)\n", i, out->texture->name, out->firstvertex, out->firstvertex + out->numvertices, loadmodel->brushq3.num_vertices);
+                       Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): numelements %i is not a multiple of 3\n", i, out->texture->name, LittleLong(in->numelements));
                        out->type = 0; // error
                        continue;
                }
-               if (out->firstelement < 0 || out->firstelement + out->numelements > loadmodel->brushq3.num_triangles * 3)
+               if (out->firstvertex < 0 || out->firstvertex + out->num_vertices > loadmodel->brushq3.num_vertices)
                {
-                       Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid element range %i : %i (%i elements)\n", i, out->texture->name, out->firstelement, out->firstelement + out->numelements, loadmodel->brushq3.num_triangles * 3);
+                       Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid vertex range %i : %i (%i vertices)\n", i, out->texture->name, out->firstvertex, out->firstvertex + out->num_vertices, loadmodel->brushq3.num_vertices);
                        out->type = 0; // error
                        continue;
                }
-               if (out->numtriangles * 3 != out->numelements)
+               if (out->firstelement < 0 || out->firstelement + out->num_triangles * 3 > loadmodel->brushq3.num_triangles * 3)
                {
-                       Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): numelements %i is not a multiple of 3\n", i, out->texture->name, out->numelements);
+                       Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid element range %i : %i (%i elements)\n", i, out->texture->name, out->firstelement, out->firstelement + out->num_triangles * 3, loadmodel->brushq3.num_triangles * 3);
                        out->type = 0; // error
                        continue;
                }
+               out->data_vertex3f = loadmodel->brushq3.data_vertex3f + out->firstvertex * 3;
+               out->data_texcoordtexture2f = loadmodel->brushq3.data_texcoordtexture2f + out->firstvertex * 2;
+               out->data_texcoordlightmap2f = loadmodel->brushq3.data_texcoordlightmap2f + out->firstvertex * 2;
+               out->data_svector3f = loadmodel->brushq3.data_svector3f + out->firstvertex * 3;
+               out->data_tvector3f = loadmodel->brushq3.data_tvector3f + out->firstvertex * 3;
+               out->data_normal3f = loadmodel->brushq3.data_normal3f + out->firstvertex * 3;
+               out->data_color4f = loadmodel->brushq3.data_color4f + out->firstvertex * 4;
+               out->data_element3i = loadmodel->brushq3.data_element3i + out->firstelement;
+               out->data_neighbor3i = loadmodel->brushq3.data_neighbor3i + out->firstelement;
                switch(out->type)
                {
                case Q3FACETYPE_POLYGON:
                case Q3FACETYPE_MESH:
-                       out->data_vertex3f = loadmodel->brushq3.data_vertex3f + out->firstvertex * 3;
-                       out->data_texturetexcoord2f = loadmodel->brushq3.data_texturetexcoord2f + out->firstvertex * 2;
-                       out->data_lightmaptexcoord2f = loadmodel->brushq3.data_lightmaptexcoord2f + out->firstvertex * 2;
-                       out->data_svector3f = loadmodel->brushq3.data_svector3f + out->firstvertex * 3;
-                       out->data_tvector3f = loadmodel->brushq3.data_tvector3f + out->firstvertex * 3;
-                       out->data_normal3f = loadmodel->brushq3.data_normal3f + out->firstvertex * 3;
-                       out->data_color4f = loadmodel->brushq3.data_color4f + out->firstvertex * 4;
-                       out->data_element3i = loadmodel->brushq3.data_element3i + out->firstelement;
-                       out->data_neighbor3i = loadmodel->brushq3.data_neighbor3i + out->firstelement;
+                       // no processing necessary
                        break;
                case Q3FACETYPE_PATCH:
                        patchsize[0] = LittleLong(in->specific.patch.patchsize[0]);
@@ -3830,31 +3673,118 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                                out->type = 0; // error
                                continue;
                        }
-                       // FIXME: convert patch to triangles here!
-                       Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): Q3FACETYPE_PATCH not supported (yet)\n", i, out->texture->name);
-                       out->type = 0;
-                       continue;
+                       // convert patch to Q3FACETYPE_MESH
+                       xlevel = mod_q3bsp_curves_subdivide_level.integer;
+                       ylevel = mod_q3bsp_curves_subdivide_level.integer;
+                       finalwidth = ((patchsize[0] - 1) << xlevel) + 1;
+                       finalheight = ((patchsize[1] - 1) << ylevel) + 1;
+                       finalvertices = finalwidth * finalheight;
+                       finaltriangles = (finalwidth - 1) * (finalheight - 1) * 2;
+                       originalvertex3f = out->data_vertex3f;
+                       //originalsvector3f = out->data_svector3f;
+                       //originaltvector3f = out->data_tvector3f;
+                       //originalnormal3f = out->data_normal3f;
+                       originalcolor4f = out->data_color4f;
+                       originaltexcoordtexture2f = out->data_texcoordtexture2f;
+                       originaltexcoordlightmap2f = out->data_texcoordlightmap2f;
+                       //originalelement3i = out->data_element3i;
+                       //originalneighbor3i = out->data_neighbor3i;
+                       out->data_vertex3f = Mem_Alloc(loadmodel->mempool, sizeof(float[20]) * finalvertices + sizeof(int[6]) * finaltriangles);
+                       out->data_svector3f = out->data_vertex3f + finalvertices * 3;
+                       out->data_tvector3f = out->data_svector3f + finalvertices * 3;
+                       out->data_normal3f = out->data_tvector3f + finalvertices * 3;
+                       out->data_color4f = out->data_normal3f + finalvertices * 3;
+                       out->data_texcoordtexture2f = out->data_color4f + finalvertices * 4;
+                       out->data_texcoordlightmap2f = out->data_texcoordtexture2f + finalvertices * 2;
+                       out->data_element3i = (int *)(out->data_texcoordlightmap2f + finalvertices * 2);
+                       out->data_neighbor3i = out->data_element3i + finaltriangles * 3;
+                       out->type = Q3FACETYPE_MESH;
+                       out->firstvertex = -1;
+                       out->num_vertices = finalvertices;
+                       out->firstelement = -1;
+                       out->num_triangles = finaltriangles;
+                       // generate geometry
+                       // (note: normals are skipped because they get recalculated)
+                       QuadraticSplinePatchSubdivideFloatBuffer(patchsize[0], patchsize[1], xlevel, ylevel, 3, originalvertex3f, out->data_vertex3f);
+                       QuadraticSplinePatchSubdivideFloatBuffer(patchsize[0], patchsize[1], xlevel, ylevel, 2, originaltexcoordtexture2f, out->data_texcoordtexture2f);
+                       QuadraticSplinePatchSubdivideFloatBuffer(patchsize[0], patchsize[1], xlevel, ylevel, 2, originaltexcoordlightmap2f, out->data_texcoordlightmap2f);
+                       QuadraticSplinePatchSubdivideFloatBuffer(patchsize[0], patchsize[1], xlevel, ylevel, 4, originalcolor4f, out->data_color4f);
+                       // generate elements
+                       e = out->data_element3i;
+                       for (y = 0;y < finalheight - 1;y++)
+                       {
+                               row0 = (y + 0) * finalwidth;
+                               row1 = (y + 1) * finalwidth;
+                               for (x = 0;x < finalwidth - 1;x++)
+                               {
+                                       *e++ = row0;
+                                       *e++ = row1;
+                                       *e++ = row0 + 1;
+                                       *e++ = row1;
+                                       *e++ = row1 + 1;
+                                       *e++ = row0 + 1;
+                                       row0++;
+                                       row1++;
+                               }
+                       }
+                       out->num_triangles = Mod_RemoveDegenerateTriangles(out->num_triangles, out->data_element3i, out->data_element3i, out->data_vertex3f);
+                       if (developer.integer)
+                       {
+                               if (out->num_triangles < finaltriangles)
+                                       Con_Printf("Mod_Q3BSP_LoadFaces: %ix%i curve subdivided to %i vertices / %i triangles, %i degenerate triangles removed (leaving %i)\n", patchsize[0], patchsize[1], out->num_vertices, finaltriangles, finaltriangles - out->num_triangles, out->num_triangles);
+                               else
+                                       Con_Printf("Mod_Q3BSP_LoadFaces: %ix%i curve subdivided to %i vertices / %i triangles\n", patchsize[0], patchsize[1], out->num_vertices, out->num_triangles);
+                       }
+                       // q3map does not put in collision brushes for curves... ugh
+                       out->collisions = true;
                        break;
                case Q3FACETYPE_FLARE:
-                       Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): Q3FACETYPE_FLARE not supported (yet)\n", i, out->texture->name);
-                       out->type = 0;
-                       continue;
+                       Con_DPrintf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): Q3FACETYPE_FLARE not supported (yet)\n", i, out->texture->name);
+                       // don't render it
+                       out->num_triangles = 0;
                        break;
                }
-               for (j = 0, invalidelements = 0;j < out->numelements;j++)
-                       if (out->data_element3i[j] < 0 || out->data_element3i[j] >= out->numvertices)
+               for (j = 0, invalidelements = 0;j < out->num_triangles * 3;j++)
+                       if (out->data_element3i[j] < 0 || out->data_element3i[j] >= out->num_vertices)
                                invalidelements++;
                if (invalidelements)
                {
-                       Con_Printf("Mod_Q3BSP_LoadFaces: Warning: face #%i has %i invalid elements, type = %i, texture->name = \"%s\", texture->surfaceflags = %i, texture->contents = %i, firstvertex = %i, numvertices = %i, firstelement = %i, numelements = %i, elements list:\n", i, invalidelements, out->type, out->texture->name, out->texture->surfaceflags, out->texture->contents, out->firstvertex, out->numvertices, out->firstelement, out->numelements);
-                       for (j = 0;j < out->numelements;j++)
+                       Con_Printf("Mod_Q3BSP_LoadFaces: Warning: face #%i has %i invalid elements, type = %i, texture->name = \"%s\", texture->surfaceflags = %i, texture->nativecontents = %i, firstvertex = %i, numvertices = %i, firstelement = %i, numelements = %i, elements list:\n", i, invalidelements, out->type, out->texture->name, out->texture->surfaceflags, out->texture->nativecontents, out->firstvertex, out->num_vertices, out->firstelement, out->num_triangles * 3);
+                       for (j = 0;j < out->num_triangles * 3;j++)
                        {
                                Con_Printf(" %i", out->data_element3i[j]);
-                               if (out->data_element3i[j] < 0 || out->data_element3i[j] >= out->numvertices)
+                               if (out->data_element3i[j] < 0 || out->data_element3i[j] >= out->num_vertices)
                                        out->data_element3i[j] = 0;
                        }
                        Con_Printf("\n");
                }
+               // for shadow volumes
+               Mod_BuildTriangleNeighbors(out->data_neighbor3i, out->data_element3i, out->num_triangles);
+               // for per pixel lighting
+               Mod_BuildTextureVectorsAndNormals(out->num_vertices, out->num_triangles, out->data_vertex3f, out->data_texcoordtexture2f, out->data_element3i, out->data_svector3f, out->data_tvector3f, out->data_normal3f);
+               // calculate a bounding box
+               VectorClear(out->mins);
+               VectorClear(out->maxs);
+               if (out->num_vertices)
+               {
+                       VectorCopy(out->data_vertex3f, out->mins);
+                       VectorCopy(out->data_vertex3f, out->maxs);
+                       for (j = 1, v = out->data_vertex3f + 3;j < out->num_vertices;j++, v += 3)
+                       {
+                               out->mins[0] = min(out->mins[0], v[0]);
+                               out->maxs[0] = max(out->maxs[0], v[0]);
+                               out->mins[1] = min(out->mins[1], v[1]);
+                               out->maxs[1] = max(out->maxs[1], v[1]);
+                               out->mins[2] = min(out->mins[2], v[2]);
+                               out->maxs[2] = max(out->maxs[2], v[2]);
+                       }
+                       out->mins[0] -= 1.0f;
+                       out->mins[1] -= 1.0f;
+                       out->mins[2] -= 1.0f;
+                       out->maxs[0] += 1.0f;
+                       out->maxs[1] += 1.0f;
+                       out->maxs[2] += 1.0f;
+               }
        }
 }
 
@@ -4031,13 +3961,18 @@ static void Mod_Q3BSP_LoadNodes(lump_t *l)
                        }
                        else
                        {
-                               n = 1 - n;
+                               n = -1 - n;
                                if (n >= loadmodel->brushq3.num_leafs)
                                        Host_Error("Mod_Q3BSP_LoadNodes: invalid child leaf index %i (%i leafs)\n", n, loadmodel->brushq3.num_leafs);
                                out->children[j] = (q3mnode_t *)(loadmodel->brushq3.data_leafs + n);
                        }
                }
-               // we don't load the mins/maxs
+               for (j = 0;j < 3;j++)
+               {
+                       // yes the mins/maxs are ints
+                       out->mins[j] = LittleLong(in->mins[j]);
+                       out->maxs[j] = LittleLong(in->maxs[j]);
+               }
        }
 
        // set the parent pointers
@@ -4050,6 +3985,9 @@ static void Mod_Q3BSP_LoadLightGrid(lump_t *l)
        q3dlightgrid_t *out;
        int count;
 
+       if (l->filelen == 0)
+               return;
+
        in = (void *)(mod_base + l->fileofs);
        if (l->filelen % sizeof(*in))
                Host_Error("Mod_Q3BSP_LoadLightGrid: funny lump size in %s",loadmodel->name);
@@ -4087,6 +4025,9 @@ static void Mod_Q3BSP_LoadPVS(lump_t *l)
        q3dpvs_t *in;
        int totalchains;
 
+       if (l->filelen == 0)
+               return;
+
        in = (void *)(mod_base + l->fileofs);
        if (l->filelen < 9)
                Host_Error("Mod_Q3BSP_LoadPVS: funny lump size in %s",loadmodel->name);
@@ -4103,12 +4044,424 @@ static void Mod_Q3BSP_LoadPVS(lump_t *l)
        memcpy(loadmodel->brushq3.data_pvschains, (qbyte *)(in + 1), totalchains);
 }
 
+static void Mod_Q3BSP_FindNonSolidLocation(model_t *model, const vec3_t in, vec3_t out, vec_t radius)
+{
+       // FIXME: finish this code
+       VectorCopy(in, out);
+}
+
+static void Mod_Q3BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
+{
+       int i, j, k, index[3];
+       float transformed[3], blend1, blend2, blend, yaw, pitch, sinpitch;
+       q3dlightgrid_t *a, *s;
+       // FIXME: write this
+       if (!model->brushq3.num_lightgrid)
+       {
+               ambientcolor[0] += 128;
+               ambientcolor[1] += 128;
+               ambientcolor[2] += 128;
+               return;
+       }
+       Matrix4x4_Transform(&model->brushq3.num_lightgrid_indexfromworld, p, transformed);
+       //Matrix4x4_Print(&model->brushq3.num_lightgrid_indexfromworld);
+       //Con_Printf("%f %f %f transformed %f %f %f clamped ", p[0], p[1], p[2], transformed[0], transformed[1], transformed[2]);
+       transformed[0] = bound(0, transformed[0], model->brushq3.num_lightgrid_isize[0] - 1);
+       transformed[1] = bound(0, transformed[1], model->brushq3.num_lightgrid_isize[1] - 1);
+       transformed[2] = bound(0, transformed[2], model->brushq3.num_lightgrid_isize[2] - 1);
+       index[0] = (int)floor(transformed[0]);
+       index[1] = (int)floor(transformed[1]);
+       index[2] = (int)floor(transformed[2]);
+       //Con_Printf("%f %f %f index %i %i %i:\n", transformed[0], transformed[1], transformed[2], index[0], index[1], index[2]);
+       // now lerp the values
+       VectorClear(diffusenormal);
+       a = &model->brushq3.data_lightgrid[(index[2] * model->brushq3.num_lightgrid_isize[1] + index[1]) * model->brushq3.num_lightgrid_isize[0] + index[0]];
+       for (k = 0;k < 2;k++)
+       {
+               blend1 = (k ? (transformed[2] - index[2]) : (1 - (transformed[2] - index[2])));
+               if (blend1 < 0.001f || index[2] + k >= model->brushq3.num_lightgrid_isize[2])
+                       continue;
+               for (j = 0;j < 2;j++)
+               {
+                       blend2 = blend1 * (j ? (transformed[1] - index[1]) : (1 - (transformed[1] - index[1])));
+                       if (blend2 < 0.001f || index[1] + j >= model->brushq3.num_lightgrid_isize[1])
+                               continue;
+                       for (i = 0;i < 2;i++)
+                       {
+                               blend = blend2 * (i ? (transformed[0] - index[0]) : (1 - (transformed[0] - index[0])));
+                               if (blend < 0.001f || index[0] + i >= model->brushq3.num_lightgrid_isize[0])
+                                       continue;
+                               s = a + (k * model->brushq3.num_lightgrid_isize[1] + j) * model->brushq3.num_lightgrid_isize[0] + i;
+                               VectorMA(ambientcolor, blend * (1.0f / 128.0f), s->ambientrgb, ambientcolor);
+                               VectorMA(diffusecolor, blend * (1.0f / 128.0f), s->diffusergb, diffusecolor);
+                               pitch = s->diffusepitch * M_PI / 128;
+                               yaw = s->diffuseyaw * M_PI / 128;
+                               sinpitch = sin(pitch);
+                               diffusenormal[0] += blend * (cos(yaw) * sinpitch);
+                               diffusenormal[1] += blend * (sin(yaw) * sinpitch);
+                               diffusenormal[2] += blend * (cos(pitch));
+                               //Con_Printf("blend %f: ambient %i %i %i, diffuse %i %i %i, diffusepitch %i diffuseyaw %i (%f %f, normal %f %f %f)\n", blend, s->ambientrgb[0], s->ambientrgb[1], s->ambientrgb[2], s->diffusergb[0], s->diffusergb[1], s->diffusergb[2], s->diffusepitch, s->diffuseyaw, pitch, yaw, (cos(yaw) * cospitch), (sin(yaw) * cospitch), (-sin(pitch)));
+                       }
+               }
+       }
+       VectorNormalize(diffusenormal);
+       //Con_Printf("result: ambient %f %f %f diffuse %f %f %f diffusenormal %f %f %f\n", ambientcolor[0], ambientcolor[1], ambientcolor[2], diffusecolor[0], diffusecolor[1], diffusecolor[2], diffusenormal[0], diffusenormal[1], diffusenormal[2]);
+}
+
+static void Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace_t *trace, q3mnode_t *node, const vec3_t start, const vec3_t end, vec_t startfrac, vec_t endfrac, const vec3_t linestart, const vec3_t lineend, int markframe)
+{
+       int i, startside, endside;
+       float dist1, dist2, midfrac, mid[3], segmentmins[3], segmentmaxs[3];
+       q3mleaf_t *leaf;
+       q3mface_t *face;
+       colbrushf_t *brush;
+       if (startfrac >= trace->fraction)
+               return;
+       // note: all line fragments past first impact fraction are ignored
+       while (node->isnode)
+       {
+               // recurse down node sides
+               dist1 = PlaneDiff(start, node->plane);
+               dist2 = PlaneDiff(end, node->plane);
+               startside = dist1 < 0;
+               endside = dist2 < 0;
+               if (startside == endside)
+               {
+                       // most of the time the line fragment is on one side of the plane
+                       node = node->children[startside];
+               }
+               else
+               {
+                       // line crosses node plane, split the line
+                       midfrac = dist1 / (dist1 - dist2);
+                       VectorLerp(linestart, midfrac, lineend, mid);
+                       // take the near side first
+                       Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace, node->children[startside], start, mid, startfrac, midfrac, linestart, lineend, markframe);
+                       if (midfrac < trace->fraction)
+                               Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace, node->children[endside], mid, end, midfrac, endfrac, linestart, lineend, markframe);
+                       return;
+               }
+       }
+       // hit a leaf
+       segmentmins[0] = min(start[0], end[0]);
+       segmentmins[1] = min(start[1], end[1]);
+       segmentmins[2] = min(start[2], end[2]);
+       segmentmaxs[0] = max(start[0], end[0]);
+       segmentmaxs[1] = max(start[1], end[1]);
+       segmentmaxs[2] = max(start[2], end[2]);
+       leaf = (q3mleaf_t *)node;
+       for (i = 0;i < leaf->numleafbrushes;i++)
+       {
+               if (startfrac >= trace->fraction)
+                       return;
+               brush = leaf->firstleafbrush[i]->colbrushf;
+               if (brush && brush->markframe != markframe)
+               {
+                       brush->markframe = markframe;
+                       if (BoxesOverlap(segmentmins, segmentmaxs, brush->mins, brush->maxs))
+                               Collision_TraceLineBrushFloat(trace, linestart, lineend, leaf->firstleafbrush[i]->colbrushf, leaf->firstleafbrush[i]->colbrushf);
+               }
+       }
+       if (mod_q3bsp_curves_collisions.integer)
+       {
+               for (i = 0;i < leaf->numleaffaces;i++)
+               {
+                       if (startfrac >= trace->fraction)
+                               return;
+                       face = leaf->firstleafface[i];
+                       if (face->collisions && face->collisionmarkframe != markframe)
+                       {
+                               face->collisionmarkframe = markframe;
+                               if (BoxesOverlap(segmentmins, segmentmaxs, face->mins, face->maxs))
+                                       Collision_TraceLineTriangleMeshFloat(trace, linestart, lineend, face->num_triangles, face->data_element3i, face->data_vertex3f, face->texture->supercontents, segmentmins, segmentmaxs);
+                       }
+               }
+       }
+}
+
+static void Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace_t *trace, q3mnode_t *node, const colbrushf_t *thisbrush_start, const colbrushf_t *thisbrush_end, int markframe, const vec3_t segmentmins, const vec3_t segmentmaxs)
+{
+       int i, sides;
+       float nodesegmentmins[3], nodesegmentmaxs[3];
+       q3mleaf_t *leaf;
+       colbrushf_t *brush;
+       q3mface_t *face;
+       nodesegmentmins[0] = max(segmentmins[0], node->mins[0]);
+       nodesegmentmins[1] = max(segmentmins[1], node->mins[1]);
+       nodesegmentmins[2] = max(segmentmins[2], node->mins[2]);
+       nodesegmentmaxs[0] = min(segmentmaxs[0], node->maxs[0]);
+       nodesegmentmaxs[1] = min(segmentmaxs[1], node->maxs[1]);
+       nodesegmentmaxs[2] = min(segmentmaxs[2], node->maxs[2]);
+       if (nodesegmentmins[0] > nodesegmentmaxs[0] || nodesegmentmins[1] > nodesegmentmaxs[1] || nodesegmentmins[2] > nodesegmentmaxs[2])
+               return;
+       if (node->isnode)
+       {
+               // recurse down node sides
+               sides = BoxOnPlaneSide(segmentmins, segmentmaxs, node->plane);
+               if (sides == 3)
+               {
+                       Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace, node->children[0], thisbrush_start, thisbrush_end, markframe, nodesegmentmins, nodesegmentmaxs);
+                       Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace, node->children[1], thisbrush_start, thisbrush_end, markframe, nodesegmentmins, nodesegmentmaxs);
+               }
+               else if (sides == 2)
+                       Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace, node->children[1], thisbrush_start, thisbrush_end, markframe, segmentmins, segmentmaxs);
+               else // sides == 1
+                       Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace, node->children[0], thisbrush_start, thisbrush_end, markframe, segmentmins, segmentmaxs);
+               /*
+               dist = node->plane->dist - (1.0f / 8.0f);
+               for (i = 0, ps = thisbrush_start->points, pe = thisbrush_end->points;i < thisbrush_start->numpoints;i++, ps++, pe++)
+               {
+                       if (DotProduct(ps->v, node->plane->normal) >= dist || DotProduct(pe->v, node->plane->normal) >= dist)
+                       {
+                               Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace, node->children[0], thisbrush_start, thisbrush_end, markframe, nodesegmentmins, nodesegmentmaxs);
+                               break;
+                       }
+               }
+               */
+               /*
+               dist = node->plane->dist + (1.0f / 8.0f);
+               for (i = 0, ps = thisbrush_start->points, pe = thisbrush_end->points;i < thisbrush_start->numpoints;i++, ps++, pe++)
+               {
+                       if (DotProduct(ps->v, node->plane->normal) <= dist || DotProduct(pe->v, node->plane->normal) <= dist)
+                       {
+                               Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace, node->children[1], thisbrush_start, thisbrush_end, markframe, nodesegmentmins, nodesegmentmaxs);
+                               break;
+                       }
+               }
+               */
+               /*
+               sides = BoxOnPlaneSide(boxstartmins, boxstartmaxs, node->plane) | BoxOnPlaneSide(boxendmins, boxendmaxs, node->plane);
+               if (sides & 1)
+                       Mod_Q3BSP_TraceBox_RecursiveBSPNode(trace, node->children[0], boxstartmins, boxstartmaxs, boxendmins, boxendmaxs);
+               if (sides & 2)
+                       Mod_Q3BSP_TraceBox_RecursiveBSPNode(trace, node->children[1], boxstartmins, boxstartmaxs, boxendmins, boxendmaxs);
+               */
+       }
+       else
+       {
+               // hit a leaf
+               leaf = (q3mleaf_t *)node;
+               for (i = 0;i < leaf->numleafbrushes;i++)
+               {
+                       brush = leaf->firstleafbrush[i]->colbrushf;
+                       if (brush && brush->markframe != markframe && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, brush->mins, brush->maxs))
+                       {
+                               brush->markframe = markframe;
+                               Collision_TraceBrushBrushFloat(trace, thisbrush_start, thisbrush_end, leaf->firstleafbrush[i]->colbrushf, leaf->firstleafbrush[i]->colbrushf);
+                       }
+               }
+               if (mod_q3bsp_curves_collisions.integer)
+               {
+                       for (i = 0;i < leaf->numleaffaces;i++)
+                       {
+                               face = leaf->firstleafface[i];
+                               // note: this can not be optimized with a face->collisionmarkframe because each triangle of the face would need to be marked as done individually (because each one is bbox culled individually), and if all are marked, then the face could be marked as done
+                               if (face->collisions && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, face->mins, face->maxs))
+                                       Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, face->num_triangles, face->data_element3i, face->data_vertex3f, face->texture->supercontents, segmentmins, segmentmaxs);
+                       }
+               }
+       }
+}
+
+static void Mod_Q3BSP_TraceBox(model_t *model, trace_t *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask)
+{
+       int i;
+       float segmentmins[3], segmentmaxs[3];
+       colbrushf_t *thisbrush_start, *thisbrush_end;
+       matrix4x4_t startmatrix, endmatrix;
+       static int markframe = 0;
+       q3mface_t *face;
+       memset(trace, 0, sizeof(*trace));
+       trace->fraction = 1;
+       trace->hitsupercontentsmask = hitsupercontentsmask;
+       Matrix4x4_CreateIdentity(&startmatrix);
+       Matrix4x4_CreateIdentity(&endmatrix);
+       segmentmins[0] = min(boxstartmins[0], boxendmins[0]);
+       segmentmins[1] = min(boxstartmins[1], boxendmins[1]);
+       segmentmins[2] = min(boxstartmins[2], boxendmins[2]);
+       segmentmaxs[0] = max(boxstartmaxs[0], boxendmaxs[0]);
+       segmentmaxs[1] = max(boxstartmaxs[1], boxendmaxs[1]);
+       segmentmaxs[2] = max(boxstartmaxs[2], boxendmaxs[2]);
+       if (mod_q3bsp_optimizedtraceline.integer && VectorCompare(boxstartmins, boxstartmaxs) && VectorCompare(boxendmins, boxendmaxs))
+       {
+               // line trace
+               if (model->brushq3.submodel)
+               {
+                       for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
+                               if (model->brushq3.data_thismodel->firstbrush[i].colbrushf)
+                                       Collision_TraceLineBrushFloat(trace, boxstartmins, boxendmins, model->brushq3.data_thismodel->firstbrush[i].colbrushf, model->brushq3.data_thismodel->firstbrush[i].colbrushf);
+                       if (mod_q3bsp_curves_collisions.integer)
+                       {
+                               for (i = 0;i < model->brushq3.data_thismodel->numfaces;i++)
+                               {
+                                       face = model->brushq3.data_thismodel->firstface + i;
+                                       if (face->collisions)
+                                               Collision_TraceLineTriangleMeshFloat(trace, boxstartmins, boxendmins, face->num_triangles, face->data_element3i, face->data_vertex3f, face->texture->supercontents, segmentmins, segmentmaxs);
+                               }
+                       }
+               }
+               else
+                       Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace, model->brushq3.data_nodes, boxstartmins, boxendmins, 0, 1, boxstartmins, boxendmins, ++markframe);
+       }
+       else
+       {
+               // box trace, performed as brush trace
+               thisbrush_start = Collision_BrushForBox(&startmatrix, boxstartmins, boxstartmaxs);
+               thisbrush_end = Collision_BrushForBox(&endmatrix, boxendmins, boxendmaxs);
+               if (model->brushq3.submodel)
+               {
+                       for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
+                               if (model->brushq3.data_thismodel->firstbrush[i].colbrushf)
+                                       Collision_TraceBrushBrushFloat(trace, thisbrush_start, thisbrush_end, model->brushq3.data_thismodel->firstbrush[i].colbrushf, model->brushq3.data_thismodel->firstbrush[i].colbrushf);
+                       if (mod_q3bsp_curves_collisions.integer)
+                       {
+                               for (i = 0;i < model->brushq3.data_thismodel->numfaces;i++)
+                               {
+                                       face = model->brushq3.data_thismodel->firstface + i;
+                                       if (face->collisions)
+                                               Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, face->num_triangles, face->data_element3i, face->data_vertex3f, face->texture->supercontents, segmentmins, segmentmaxs);
+                               }
+                       }
+               }
+               else
+                       Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace, model->brushq3.data_nodes, thisbrush_start, thisbrush_end, ++markframe, segmentmins, segmentmaxs);
+       }
+}
+
+
+static int Mod_Q3BSP_BoxTouchingPVS_RecursiveBSPNode(const model_t *model, const q3mnode_t *node, const qbyte *pvs, const vec3_t mins, const vec3_t maxs)
+{
+       int clusterindex;
+loc0:
+       if (!node->isnode)
+       {
+               // leaf
+               clusterindex = ((q3mleaf_t *)node)->clusterindex;
+               return pvs[clusterindex >> 3] & (1 << (clusterindex & 7));
+       }
+
+       // node - recurse down the BSP tree
+       switch (BoxOnPlaneSide(mins, maxs, node->plane))
+       {
+       case 1: // front
+               node = node->children[0];
+               goto loc0;
+       case 2: // back
+               node = node->children[1];
+               goto loc0;
+       default: // crossing
+               if (Mod_Q3BSP_BoxTouchingPVS_RecursiveBSPNode(model, node->children[0], pvs, mins, maxs))
+                       return true;
+               node = node->children[1];
+               goto loc0;
+       }
+       // never reached
+       return false;
+}
+
+static int Mod_Q3BSP_BoxTouchingPVS(model_t *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs)
+{
+       return Mod_Q3BSP_BoxTouchingPVS_RecursiveBSPNode(model, model->brushq3.data_nodes, pvs, mins, maxs);
+}
+
+//Returns PVS data for a given point
+//(note: can return NULL)
+static qbyte *Mod_Q3BSP_GetPVS(model_t *model, const vec3_t p)
+{
+       q3mnode_t *node;
+       Mod_CheckLoaded(model);
+       node = model->brushq3.data_nodes;
+       while (node->isnode)
+               node = node->children[(node->plane->type < 3 ? p[node->plane->type] : DotProduct(p,node->plane->normal)) < node->plane->dist];
+       if (((q3mleaf_t *)node)->clusterindex >= 0)
+               return model->brushq3.data_pvschains + ((q3mleaf_t *)node)->clusterindex * model->brushq3.num_pvschainlength;
+       else
+               return NULL;
+}
+
+static void Mod_Q3BSP_FatPVS_RecursiveBSPNode(model_t *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbytes, q3mnode_t *node)
+{
+       int i;
+       float d;
+       qbyte *pvs;
+
+       while (node->isnode)
+       {
+               d = PlaneDiff(org, node->plane);
+               if (d > radius)
+                       node = node->children[0];
+               else if (d < -radius)
+                       node = node->children[1];
+               else
+               {
+                       // go down both sides
+                       Mod_Q3BSP_FatPVS_RecursiveBSPNode(model, org, radius, pvsbuffer, pvsbytes, node->children[0]);
+                       node = node->children[1];
+               }
+       }
+       // if this is a leaf with a pvs, accumulate the pvs bits
+       if (((q3mleaf_t *)node)->clusterindex >= 0)
+       {
+               pvs = model->brushq3.data_pvschains + ((q3mleaf_t *)node)->clusterindex * model->brushq3.num_pvschainlength;
+               for (i = 0;i < pvsbytes;i++)
+                       pvsbuffer[i] |= pvs[i];
+       }
+       return;
+}
+
+//Calculates a PVS that is the inclusive or of all leafs within radius pixels
+//of the given point.
+static int Mod_Q3BSP_FatPVS(model_t *model, const vec3_t org, vec_t radius, qbyte *pvsbuffer, int pvsbufferlength)
+{
+       int bytes = model->brushq3.num_pvschainlength;
+       bytes = min(bytes, pvsbufferlength);
+       memset(pvsbuffer, 0, bytes);
+       Mod_Q3BSP_FatPVS_RecursiveBSPNode(model, org, radius, pvsbuffer, bytes, model->brushq3.data_nodes);
+       return bytes;
+}
+
+
+static int Mod_Q3BSP_SuperContentsFromNativeContents(model_t *model, int nativecontents)
+{
+       int supercontents = 0;
+       if (nativecontents & Q2CONTENTS_SOLID)
+               supercontents |= SUPERCONTENTS_SOLID;
+       if (nativecontents & Q2CONTENTS_WATER)
+               supercontents |= SUPERCONTENTS_WATER;
+       if (nativecontents & Q2CONTENTS_SLIME)
+               supercontents |= SUPERCONTENTS_SLIME;
+       if (nativecontents & Q2CONTENTS_LAVA)
+               supercontents |= SUPERCONTENTS_LAVA;
+       return supercontents;
+}
+
+static int Mod_Q3BSP_NativeContentsFromSuperContents(model_t *model, int supercontents)
+{
+       int nativecontents = 0;
+       if (supercontents & SUPERCONTENTS_SOLID)
+               nativecontents |= Q2CONTENTS_SOLID;
+       if (supercontents & SUPERCONTENTS_WATER)
+               nativecontents |= Q2CONTENTS_WATER;
+       if (supercontents & SUPERCONTENTS_SLIME)
+               nativecontents |= Q2CONTENTS_SLIME;
+       if (supercontents & SUPERCONTENTS_LAVA)
+               nativecontents |= Q2CONTENTS_LAVA;
+       return nativecontents;
+}
+
+//extern void R_Q3BSP_DrawSky(struct entity_render_s *ent);
+extern void R_Q3BSP_Draw(struct entity_render_s *ent);
+extern void R_Q3BSP_DrawShadowVolume(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius);
+extern void R_Q3BSP_DrawLight(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
 void Mod_Q3BSP_Load(model_t *mod, void *buffer)
 {
        int i;
        q3dheader_t *header;
+       float corner[3], yawradius, modelradius;
 
-       mod->type = mod_brushq2;
+       mod->type = mod_brushq3;
+       mod->numframes = 1;
+       mod->numskins = 1;
 
        header = (q3dheader_t *)buffer;
 
@@ -4122,6 +4475,19 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer)
                R_ResetQuakeSky();
        }
 
+       mod->brush.SuperContentsFromNativeContents = Mod_Q3BSP_SuperContentsFromNativeContents;
+       mod->brush.NativeContentsFromSuperContents = Mod_Q3BSP_NativeContentsFromSuperContents;
+       mod->brush.GetPVS = Mod_Q3BSP_GetPVS;
+       mod->brush.FatPVS = Mod_Q3BSP_FatPVS;
+       mod->brush.BoxTouchingPVS = Mod_Q3BSP_BoxTouchingPVS;
+       mod->brush.LightPoint = Mod_Q3BSP_LightPoint;
+       mod->brush.FindNonSolidLocation = Mod_Q3BSP_FindNonSolidLocation;
+       mod->brush.TraceBox = Mod_Q3BSP_TraceBox;
+       //mod->DrawSky = R_Q3BSP_DrawSky;
+       mod->Draw = R_Q3BSP_Draw;
+       mod->DrawShadowVolume = R_Q3BSP_DrawShadowVolume;
+       mod->DrawLight = R_Q3BSP_DrawLight;
+
        mod_base = (qbyte *)header;
 
        // swap all the lumps
@@ -4145,6 +4511,47 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer)
        Mod_Q3BSP_LoadNodes(&header->lumps[Q3LUMP_NODES]);
        Mod_Q3BSP_LoadLightGrid(&header->lumps[Q3LUMP_LIGHTGRID]);
        Mod_Q3BSP_LoadPVS(&header->lumps[Q3LUMP_PVS]);
+       loadmodel->brush.numsubmodels = loadmodel->brushq3.num_models;
+
+       for (i = 0;i < loadmodel->brushq3.num_models;i++)
+       {
+               if (i == 0)
+                       mod = loadmodel;
+               else
+               {
+                       char name[10];
+                       // LordHavoc: only register submodels if it is the world
+                       // (prevents bsp models from replacing world submodels)
+                       if (!loadmodel->isworldmodel)
+                               continue;
+                       // duplicate the basic information
+                       sprintf(name, "*%i", i);
+                       mod = Mod_FindName(name);
+                       *mod = *loadmodel;
+                       strcpy(mod->name, name);
+                       // textures and memory belong to the main model
+                       mod->texturepool = NULL;
+                       mod->mempool = NULL;
+               }
+               mod->brushq3.data_thismodel = loadmodel->brushq3.data_models + i;
+               mod->brushq3.submodel = i;
+
+               VectorCopy(mod->brushq3.data_thismodel->mins, mod->normalmins);
+               VectorCopy(mod->brushq3.data_thismodel->maxs, mod->normalmaxs);
+               corner[0] = max(fabs(mod->normalmins[0]), fabs(mod->normalmaxs[0]));
+               corner[1] = max(fabs(mod->normalmins[1]), fabs(mod->normalmaxs[1]));
+               corner[2] = max(fabs(mod->normalmins[2]), fabs(mod->normalmaxs[2]));
+               modelradius = sqrt(corner[0]*corner[0]+corner[1]*corner[1]+corner[2]*corner[2]);
+               yawradius = sqrt(corner[0]*corner[0]+corner[1]*corner[1]);
+               mod->rotatedmins[0] = mod->rotatedmins[1] = mod->rotatedmins[2] = -modelradius;
+               mod->rotatedmaxs[0] = mod->rotatedmaxs[1] = mod->rotatedmaxs[2] = modelradius;
+               mod->yawmaxs[0] = mod->yawmaxs[1] = yawradius;
+               mod->yawmins[0] = mod->yawmins[1] = -yawradius;
+               mod->yawmins[2] = mod->normalmins[2];
+               mod->yawmaxs[2] = mod->normalmaxs[2];
+               mod->radius = modelradius;
+               mod->radius2 = modelradius * modelradius;
+       }
 }
 
 void Mod_IBSP_Load(model_t *mod, void *buffer)