]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
speed up decal creation in newdecalsystem by using BIH for finding the affected triangles
[xonotic/darkplaces.git] / model_brush.c
index dd6c0dbfcc69fd9414914174ac4a5d2e2aa5acf8..1cadbecb2e56445214a7ebcf2cd3f7172fd244b4 100644 (file)
@@ -28,7 +28,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 //cvar_t r_subdivide_size = {CVAR_SAVE, "r_subdivide_size", "128", "how large water polygons should be (smaller values produce more polygons which give better warping effects)"};
 cvar_t r_novis = {0, "r_novis", "0", "draws whole level, see also sv_cullentities_pvs 0"};
-cvar_t r_picmipworld = {CVAR_SAVE, "r_picmipworld", "1", "whether gl_picmip shall apply to world textures too"};
 cvar_t r_nosurftextures = {0, "r_nosurftextures", "0", "pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)"};
 cvar_t r_subdivisions_tolerance = {0, "r_subdivisions_tolerance", "4", "maximum error tolerance on curve subdivision for rendering purposes (in other words, the curves will be given as many polygons as necessary to represent curves at this quality)"};
 cvar_t r_subdivisions_mintess = {0, "r_subdivisions_mintess", "0", "minimum number of subdivisions (values above 0 will smooth curves that don't need it)"};
@@ -39,13 +38,18 @@ cvar_t r_subdivisions_collision_mintess = {0, "r_subdivisions_collision_mintess"
 cvar_t r_subdivisions_collision_maxtess = {0, "r_subdivisions_collision_maxtess", "1024", "maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)"};
 cvar_t r_subdivisions_collision_maxvertices = {0, "r_subdivisions_collision_maxvertices", "4225", "maximum vertices allowed per subdivided curve"};
 cvar_t mod_q3bsp_curves_collisions = {0, "mod_q3bsp_curves_collisions", "1", "enables collisions with curves (SLOW)"};
-cvar_t mod_q3bsp_curves_collisions_stride = {0, "mod_q3bsp_curves_collisions_stride", "16", "collisions against curves: optimize performance by doing a combined collision check for this triangle amount first"};
-cvar_t mod_q3bsp_curves_stride = {0, "mod_q3bsp_curves_stride", "16", "particle effect collisions against curves: optimize performance by doing a combined collision check for this triangle amount first"};
+cvar_t mod_q3bsp_curves_collisions_stride = {0, "mod_q3bsp_curves_collisions_stride", "16", "collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)"};
+cvar_t mod_q3bsp_curves_stride = {0, "mod_q3bsp_curves_stride", "16", "particle effect collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)"};
 cvar_t mod_q3bsp_optimizedtraceline = {0, "mod_q3bsp_optimizedtraceline", "1", "whether to use optimized traceline code for line traces (as opposed to tracebox code)"};
 cvar_t mod_q3bsp_debugtracebrush = {0, "mod_q3bsp_debugtracebrush", "0", "selects different tracebrush bsp recursion algorithms (for debugging purposes only)"};
 cvar_t mod_q3bsp_lightmapmergepower = {CVAR_SAVE, "mod_q3bsp_lightmapmergepower", "4", "merges the quake3 128x128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ..."};
 cvar_t mod_q3bsp_nolightmaps = {CVAR_SAVE, "mod_q3bsp_nolightmaps", "0", "do not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly)"};
 cvar_t mod_q3bsp_tracelineofsight_brushes = {0, "mod_q3bsp_tracelineofsight_brushes", "0", "enables culling of entities behind detail brushes, curves, etc"};
+cvar_t mod_q3shader_default_offsetmapping = {CVAR_SAVE, "mod_q3shader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces"};
+
+cvar_t mod_q1bsp_polygoncollisions = {0, "mod_q1bsp_polygoncollisions", "0", "disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)"};
+cvar_t mod_collision_bih = {0, "mod_collision_bih", "1", "enables use of generated Bounding Interval Hierarchy tree instead of compiled bsp tree in collision code"};
+cvar_t mod_recalculatenodeboxes = {0, "mod_recalculatenodeboxes", "1", "enables use of generated node bounding boxes based on BSP tree portal reconstruction, rather than the node boxes supplied by the map compiler"};
 
 static texture_t mod_q1bsp_texture_solid;
 static texture_t mod_q1bsp_texture_sky;
@@ -57,7 +61,6 @@ void Mod_BrushInit(void)
 {
 //     Cvar_RegisterVariable(&r_subdivide_size);
        Cvar_RegisterVariable(&r_novis);
-       Cvar_RegisterVariable(&r_picmipworld);
        Cvar_RegisterVariable(&r_nosurftextures);
        Cvar_RegisterVariable(&r_subdivisions_tolerance);
        Cvar_RegisterVariable(&r_subdivisions_mintess);
@@ -75,6 +78,10 @@ void Mod_BrushInit(void)
        Cvar_RegisterVariable(&mod_q3bsp_lightmapmergepower);
        Cvar_RegisterVariable(&mod_q3bsp_nolightmaps);
        Cvar_RegisterVariable(&mod_q3bsp_tracelineofsight_brushes);
+       Cvar_RegisterVariable(&mod_q3shader_default_offsetmapping);
+       Cvar_RegisterVariable(&mod_q1bsp_polygoncollisions);
+       Cvar_RegisterVariable(&mod_collision_bih);
+       Cvar_RegisterVariable(&mod_recalculatenodeboxes);
 
        memset(&mod_q1bsp_texture_solid, 0, sizeof(mod_q1bsp_texture_solid));
        strlcpy(mod_q1bsp_texture_solid.name, "solid" , sizeof(mod_q1bsp_texture_solid.name));
@@ -522,17 +529,17 @@ static void Mod_Q1BSP_FindNonSolidLocation_r_Leaf(findnonsolidlocationinfo_t *in
                surface = info->model->data_surfaces + *mark;
                if (surface->texture->supercontents & SUPERCONTENTS_SOLID)
                {
-                       if(surface->num_bboxstride)
+                       if(surface->deprecatedq3num_bboxstride > 0)
                        {
                                int i, cnt, tri;
-                               cnt = (surface->num_triangles + surface->num_bboxstride - 1) / surface->num_bboxstride;
+                               cnt = (surface->num_triangles + surface->deprecatedq3num_bboxstride - 1) / surface->deprecatedq3num_bboxstride;
                                for(i = 0; i < cnt; ++i)
                                {
-                                       if(BoxesOverlap(surface->data_bbox6f + i * 6, surface->data_bbox6f + i * 6 + 3, info->absmin, info->absmax))
+                                       if(BoxesOverlap(surface->deprecatedq3data_bbox6f + i * 6, surface->deprecatedq3data_bbox6f + i * 6 + 3, info->absmin, info->absmax))
                                        {
-                                               for(k = 0; k < surface->num_bboxstride; ++k)
+                                               for(k = 0; k < surface->deprecatedq3num_bboxstride; ++k)
                                                {
-                                                       tri = i * surface->num_bboxstride + k;
+                                                       tri = i * surface->deprecatedq3num_bboxstride + k;
                                                        if(tri >= surface->num_triangles)
                                                                break;
                                                        Mod_Q1BSP_FindNonSolidLocation_r_Triangle(info, surface, tri);
@@ -853,7 +860,7 @@ static int Mod_Q1BSP_RecursiveHullCheckPoint(RecursiveHullCheckTraceInfo_t *t, i
 }
 //#endif
 
-static void Mod_Q1BSP_TracePoint(struct model_s *model, int frame, trace_t *trace, const vec3_t start, int hitsupercontentsmask)
+static void Mod_Q1BSP_TracePoint(struct model_s *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, int hitsupercontentsmask)
 {
        RecursiveHullCheckTraceInfo_t rhc;
 
@@ -869,13 +876,13 @@ static void Mod_Q1BSP_TracePoint(struct model_s *model, int frame, trace_t *trac
        Mod_Q1BSP_RecursiveHullCheckPoint(&rhc, rhc.hull->firstclipnode);
 }
 
-static void Mod_Q1BSP_TraceLine(struct model_s *model, int frame, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask)
+static void Mod_Q1BSP_TraceLine(struct model_s *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask)
 {
        RecursiveHullCheckTraceInfo_t rhc;
 
        if (VectorCompare(start, end))
        {
-               Mod_Q1BSP_TracePoint(model, frame, trace, start, hitsupercontentsmask);
+               Mod_Q1BSP_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask);
                return;
        }
 
@@ -921,7 +928,7 @@ static void Mod_Q1BSP_TraceLine(struct model_s *model, int frame, trace_t *trace
 #endif
 }
 
-static void Mod_Q1BSP_TraceBox(struct model_s *model, int frame, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
+static void Mod_Q1BSP_TraceBox(struct model_s *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
 {
        // this function currently only supports same size start and end
        double boxsize[3];
@@ -930,9 +937,9 @@ static void Mod_Q1BSP_TraceBox(struct model_s *model, int frame, trace_t *trace,
        if (VectorCompare(boxmins, boxmaxs))
        {
                if (VectorCompare(start, end))
-                       Mod_Q1BSP_TracePoint(model, frame, trace, start, hitsupercontentsmask);
+                       Mod_Q1BSP_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask);
                else
-                       Mod_Q1BSP_TraceLine(model, frame, trace, start, end, hitsupercontentsmask);
+                       Mod_Q1BSP_TraceLine(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask);
                return;
        }
 
@@ -1017,7 +1024,7 @@ static int Mod_Q1BSP_PointSuperContents(struct model_s *model, int frame, const
        return Mod_Q1BSP_SuperContentsFromNativeContents(NULL, num);
 }
 
-void Collision_ClipTrace_Box(trace_t *trace, const vec3_t cmins, const vec3_t cmaxs, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int hitsupercontentsmask, int boxsupercontents, int boxq3surfaceflags, texture_t *boxtexture)
+void Collision_ClipTrace_Box(trace_t *trace, const vec3_t cmins, const vec3_t cmaxs, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int hitsupercontentsmask, int boxsupercontents, int boxq3surfaceflags, const texture_t *boxtexture)
 {
 #if 1
        colbrushf_t cbox;
@@ -1123,7 +1130,7 @@ void Collision_ClipTrace_Box(trace_t *trace, const vec3_t cmins, const vec3_t cm
 #endif
 }
 
-void Collision_ClipTrace_Point(trace_t *trace, const vec3_t cmins, const vec3_t cmaxs, const vec3_t start, int hitsupercontentsmask, int boxsupercontents, int boxq3surfaceflags, texture_t *boxtexture)
+void Collision_ClipTrace_Point(trace_t *trace, const vec3_t cmins, const vec3_t cmaxs, const vec3_t start, int hitsupercontentsmask, int boxsupercontents, int boxq3surfaceflags, const texture_t *boxtexture)
 {
        memset(trace, 0, sizeof(trace_t));
        trace->fraction = 1;
@@ -1142,7 +1149,7 @@ void Collision_ClipTrace_Point(trace_t *trace, const vec3_t cmins, const vec3_t
 static qboolean Mod_Q1BSP_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end)
 {
        trace_t trace;
-       model->TraceLine(model, 0, &trace, start, end, SUPERCONTENTS_VISBLOCKERMASK);
+       model->TraceLine(model, NULL, NULL, &trace, start, end, SUPERCONTENTS_VISBLOCKERMASK);
        return trace.fraction == 1;
 }
 
@@ -1209,7 +1216,7 @@ loc0:
                        surface = model->data_surfaces + node->firstsurface;
                        for (i = 0;i < node->numsurfaces;i++, surface++)
                        {
-                               if (!(surface->texture->basematerialflags & MATERIALFLAG_WALL) || !surface->lightmapinfo->samples)
+                               if (!(surface->texture->basematerialflags & MATERIALFLAG_WALL) || !surface->lightmapinfo || !surface->lightmapinfo->samples)
                                        continue;       // no lightmaps
 
                                // location we want to sample in the lightmap
@@ -1381,8 +1388,8 @@ void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int bytesp
                }
        }
 
-       loadmodel->brush.solidskytexture = R_LoadTexture2D(loadmodel->texturepool, "sky_solidtexture", w, h, (unsigned char *) solidpixels, TEXTYPE_BGRA, TEXF_PRECACHE, NULL);
-       loadmodel->brush.alphaskytexture = R_LoadTexture2D(loadmodel->texturepool, "sky_alphatexture", w, h, (unsigned char *) alphapixels, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
+       loadmodel->brush.solidskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_solidtexture", 0         , (unsigned char *) solidpixels, w, h);
+       loadmodel->brush.alphaskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_alphatexture", TEXF_ALPHA, (unsigned char *) alphapixels, w, h);
        Mem_Free(solidpixels);
        Mem_Free(alphapixels);
 }
@@ -1459,6 +1466,10 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                tx->reflectfactor = 1;
                Vector4Set(tx->reflectcolor4f, 1, 1, 1, 1);
                tx->r_water_wateralpha = 1;
+               tx->offsetmapping = OFFSETMAPPING_OFF;
+               tx->offsetscale = 1;
+               tx->specularscalemod = 1;
+               tx->specularpowermod = 1;
        }
 
        if (!m)
@@ -1565,7 +1576,9 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        // LordHavoc: HL sky textures are entirely different than quake
                        if (!loadmodel->brush.ishlbsp && !strncmp(tx->name, "sky", 3) && mtwidth == mtheight * 2)
                        {
-                               data = loadimagepixelsbgra(tx->name, false, false);
+                               data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), false, false, r_texture_convertsRGB_skin.integer, NULL);
+                               if (!data)
+                                       data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), false, false, r_texture_convertsRGB_skin.integer, NULL);
                                if (data && image_width == image_height * 2)
                                {
                                        R_Q1BSP_LoadSplitSky(data, image_width, image_height, 4);
@@ -1576,9 +1589,9 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        }
                        else
                        {
-                               skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false);
+                               skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false);
                                if (!skinframe)
-                                       skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false);
+                                       skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false);
                                if (!skinframe)
                                {
                                        // did not find external texture, load it from the bsp or wad3
@@ -1595,13 +1608,13 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                                {
                                                        tx->width = image_width;
                                                        tx->height = image_height;
-                                                       skinframe = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_ALPHA | TEXF_MIPMAP | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), pixels, image_width, image_height);
+                                                       skinframe = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP, pixels, image_width, image_height);
                                                }
                                                if (freepixels)
                                                        Mem_Free(freepixels);
                                        }
                                        else if (mtdata) // texture included
-                                               skinframe = R_SkinFrame_LoadInternalQuake(tx->name, TEXF_ALPHA | TEXF_MIPMAP | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false, r_fullbrights.integer, mtdata, tx->width, tx->height);
+                                               skinframe = R_SkinFrame_LoadInternalQuake(tx->name, TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP, false, r_fullbrights.integer, mtdata, tx->width, tx->height);
                                }
                                // if skinframe is still NULL the "missing" texture will be used
                                if (skinframe)
@@ -1616,7 +1629,7 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                {
                                        // replace the texture with transparent black
                                        Vector4Set(zero, 128, 128, 128, 128);
-                                       tx->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_MIPMAP | TEXF_PRECACHE | TEXF_ALPHA, zero, 1, 1);
+                                       tx->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_MIPMAP | TEXF_ALPHA, zero, 1, 1);
                                        tx->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_REFLECTION;
                                }
                                else if (!strncmp(tx->name,"*lava",5)
@@ -1625,20 +1638,20 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                        tx->basematerialflags |= MATERIALFLAG_WATERSCROLL | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
                                else
                                        tx->basematerialflags |= MATERIALFLAG_WATERSCROLL | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATERSHADER;
-                               if (tx->skinframes[0] && tx->skinframes[0]->fog)
+                               if (tx->skinframes[0] && tx->skinframes[0]->hasalpha)
                                        tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
                        }
                        else if (!strncmp(tx->name, "mirror", 6)) // Tenebrae
                        {
                                // replace the texture with black
-                               tx->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_PRECACHE, zero, 1, 1);
+                               tx->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, 0, zero, 1, 1);
                                tx->basematerialflags |= MATERIALFLAG_REFLECTION;
                        }
                        else if (!strncmp(tx->name, "sky", 3))
                                tx->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
                        else if (!strcmp(tx->name, "caulk"))
                                tx->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
-                       else if (tx->skinframes[0] && tx->skinframes[0]->fog)
+                       else if (tx->skinframes[0] && tx->skinframes[0]->hasalpha)
                                tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
 
                        // start out with no animation
@@ -2228,71 +2241,7 @@ static void Mod_Q1BSP_GenerateWarpMesh(msurface_t *surface)
 }
 #endif
 
-/* Maximum size of a single LM */
-#define MAX_SINGLE_LM_SIZE    256
-
-struct alloc_lm_row
-{
-       int rowY;
-       int currentX;
-};
-
-struct alloc_lm_state
-{
-       int currentY;
-       struct alloc_lm_row rows[MAX_SINGLE_LM_SIZE];
-};
-
-static void init_alloc_lm_state (struct alloc_lm_state* state)
-{
-       int r;
-
-       state->currentY = 0;
-       for (r = 0; r < MAX_SINGLE_LM_SIZE; r++)
-       {
-         state->rows[r].currentX = 0;
-         state->rows[r].rowY = -1;
-       }
-}
-
-static qboolean Mod_Q1BSP_AllocLightmapBlock(struct alloc_lm_state* state, int totalwidth, int totalheight, int blockwidth, int blockheight, int *outx, int *outy)
-{
-       struct alloc_lm_row* row;
-       int r;
-
-       row = &(state->rows[blockheight]);
-       if ((row->rowY < 0) || (row->currentX + blockwidth > totalwidth))
-       {
-               if (state->currentY + blockheight <= totalheight)
-               {
-                       row->rowY = state->currentY;
-                       row->currentX = 0;
-                       state->currentY += blockheight;
-               }
-               else
-               {
-                       /* See if we can stuff the block into a higher row */
-                       row = NULL;
-                       for (r = blockheight; r < MAX_SINGLE_LM_SIZE; r++)
-                       {
-                               if ((state->rows[r].rowY >= 0)
-                                 && (state->rows[r].currentX + blockwidth <= totalwidth))
-                               {
-                                       row = &(state->rows[r]);
-                                       break;
-                               }
-                       }
-                       if (row == NULL) return false;
-               }
-       }
-       *outy = row->rowY;
-       *outx = row->currentX;
-       row->currentX += blockwidth;
-
-       return true;
-}
-
-extern cvar_t gl_max_size;
+extern cvar_t gl_max_lightmapsize;
 static void Mod_Q1BSP_LoadFaces(lump_t *l)
 {
        dface_t *in;
@@ -2310,6 +2259,7 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
 
        loadmodel->num_surfaces = count;
 
+       loadmodel->brushq1.firstrender = true;
        loadmodel->brushq1.lightmapupdateflags = (unsigned char *)Mem_Alloc(loadmodel->mempool, count*sizeof(unsigned char));
 
        totalverts = 0;
@@ -2325,8 +2275,8 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
 
        lightmaptexture = NULL;
        deluxemaptexture = r_texture_blanknormalmap;
-       lightmapnumber = 1;
-       lightmapsize = max(256, gl_max_size.integer);
+       lightmapnumber = 0;
+       lightmapsize = bound(256, gl_max_lightmapsize.integer, (int)vid.maxtexturesize_2d);
        totallightmapsamples = 0;
 
        totalverts = 0;
@@ -2425,7 +2375,7 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                if (i == -1)
                {
                        surface->lightmapinfo->samples = NULL;
-#if 0
+#if 1
                        // give non-lightmapped water a 1x white lightmap
                        if (surface->texture->name[0] == '*' && (surface->lightmapinfo->texinfo->flags & TEX_SPECIAL) && ssize <= 256 && tsize <= 256)
                        {
@@ -2469,20 +2419,20 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
        // small maps (such as ammo boxes especially) don't need big lightmap
        // textures, so this code tries to guess a good size based on
        // totallightmapsamples (size of the lightmaps lump basically), as well as
-       // trying to max out the gl_max_size if there is a lot of lightmap data to
-       // store
+       // trying to max out the size if there is a lot of lightmap data to store
        // additionally, never choose a lightmapsize that is smaller than the
        // largest surface encountered (as it would fail)
        i = lightmapsize;
-       for (lightmapsize = 64; (lightmapsize < i) && (lightmapsize < gl_max_size.integer) && (totallightmapsamples > lightmapsize*lightmapsize); lightmapsize*=2)
+       for (lightmapsize = 64; (lightmapsize < i) && (lightmapsize < bound(128, gl_max_lightmapsize.integer, (int)vid.maxtexturesize_2d)) && (totallightmapsamples > lightmapsize*lightmapsize); lightmapsize*=2)
                ;
 
        // now that we've decided the lightmap texture size, we can do the rest
        if (cls.state != ca_dedicated)
        {
                int stainmapsize = 0;
-               struct alloc_lm_state allocState;
+               mod_alloclightmap_state_t allocState;
 
+               Mod_AllocLightmap_Init(&allocState, lightmapsize, lightmapsize);
                for (surfacenum = 0, surface = loadmodel->data_surfaces;surfacenum < count;surfacenum++, surface++)
                {
                        int i, iu, iv, lightmapx = 0, lightmapy = 0;
@@ -2497,18 +2447,21 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                        tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
                        stainmapsize += ssize * tsize * 3;
 
-                       if (!lightmaptexture || !Mod_Q1BSP_AllocLightmapBlock(&allocState, lightmapsize, lightmapsize, ssize, tsize, &lightmapx, &lightmapy))
+                       if (!lightmaptexture || !Mod_AllocLightmap_Block(&allocState, ssize, tsize, &lightmapx, &lightmapy))
                        {
                                // allocate a texture pool if we need it
                                if (loadmodel->texturepool == NULL)
                                        loadmodel->texturepool = R_AllocTexturePool();
                                // could not find room, make a new lightmap
-                               lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+                               loadmodel->brushq3.num_mergedlightmaps = lightmapnumber + 1;
+                               loadmodel->brushq3.data_lightmaps = Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_lightmaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_lightmaps[0]));
+                               loadmodel->brushq3.data_deluxemaps = Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_deluxemaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_deluxemaps[0]));
+                               loadmodel->brushq3.data_lightmaps[lightmapnumber] = lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, -1, NULL);
                                if (loadmodel->brushq1.nmaplightdata)
-                                       deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+                                       loadmodel->brushq3.data_deluxemaps[lightmapnumber] = deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, -1, NULL);
                                lightmapnumber++;
-                               init_alloc_lm_state (&allocState);
-                               Mod_Q1BSP_AllocLightmapBlock(&allocState, lightmapsize, lightmapsize, ssize, tsize, &lightmapx, &lightmapy);
+                               Mod_AllocLightmap_Reset(&allocState);
+                               Mod_AllocLightmap_Block(&allocState, ssize, tsize, &lightmapx, &lightmapy);
                        }
                        surface->lightmaptexture = lightmaptexture;
                        surface->deluxemaptexture = deluxemaptexture;
@@ -2988,26 +2941,7 @@ typedef struct portal_s
 }
 portal_t;
 
-static portal_t *portalchain;
-
-/*
-===========
-AllocPortal
-===========
-*/
-static portal_t *AllocPortal(void)
-{
-       portal_t *p;
-       p = (portal_t *)Mem_Alloc(loadmodel->mempool, sizeof(portal_t));
-       p->chain = portalchain;
-       portalchain = p;
-       return p;
-}
-
-static void FreePortal(portal_t *p)
-{
-       Mem_Free(p);
-}
+static memexpandablearray_t portalarray;
 
 static void Mod_Q1BSP_RecursiveRecalcNodeBBox(mnode_t *node)
 {
@@ -3030,8 +2964,8 @@ static void Mod_Q1BSP_RecursiveRecalcNodeBBox(mnode_t *node)
 
 static void Mod_Q1BSP_FinalizePortals(void)
 {
-       int i, j, numportals, numpoints;
-       portal_t *p, *pnext;
+       int i, j, numportals, numpoints, portalindex, portalrange = Mem_ExpandableArray_IndexRange(&portalarray);
+       portal_t *p;
        mportal_t *portal;
        mvertex_t *point;
        mleaf_t *leaf, *endleaf;
@@ -3040,16 +2974,21 @@ static void Mod_Q1BSP_FinalizePortals(void)
        // leafs (because qbsp is very sloppy)
        leaf = loadmodel->brush.data_leafs;
        endleaf = leaf + loadmodel->brush.num_leafs;
-       for (;leaf < endleaf;leaf++)
+       if (mod_recalculatenodeboxes.integer)
        {
-               VectorSet(leaf->mins,  2000000000,  2000000000,  2000000000);
-               VectorSet(leaf->maxs, -2000000000, -2000000000, -2000000000);
+               for (;leaf < endleaf;leaf++)
+               {
+                       VectorSet(leaf->mins,  2000000000,  2000000000,  2000000000);
+                       VectorSet(leaf->maxs, -2000000000, -2000000000, -2000000000);
+               }
        }
-       p = portalchain;
        numportals = 0;
        numpoints = 0;
-       while (p)
+       for (portalindex = 0;portalindex < portalrange;portalindex++)
        {
+               p = (portal_t*)Mem_ExpandableArray_RecordAtIndex(&portalarray, portalindex);
+               if (!p)
+                       continue;
                // note: this check must match the one below or it will usually corrupt memory
                // the nodes[0] != nodes[1] check is because leaf 0 is the shared solid leaf, it can have many portals inside with leaf 0 on both sides
                if (p->numpoints >= 3 && p->nodes[0] != p->nodes[1] && ((mleaf_t *)p->nodes[0])->clusterindex >= 0 && ((mleaf_t *)p->nodes[1])->clusterindex >= 0)
@@ -3057,7 +2996,6 @@ static void Mod_Q1BSP_FinalizePortals(void)
                        numportals += 2;
                        numpoints += p->numpoints * 2;
                }
-               p = p->chain;
        }
        loadmodel->brush.data_portals = (mportal_t *)Mem_Alloc(loadmodel->mempool, numportals * sizeof(mportal_t) + numpoints * sizeof(mvertex_t));
        loadmodel->brush.num_portals = numportals;
@@ -3069,12 +3007,11 @@ static void Mod_Q1BSP_FinalizePortals(void)
        // process all portals in the global portal chain, while freeing them
        portal = loadmodel->brush.data_portals;
        point = loadmodel->brush.data_portalpoints;
-       p = portalchain;
-       portalchain = NULL;
-       while (p)
+       for (portalindex = 0;portalindex < portalrange;portalindex++)
        {
-               pnext = p->chain;
-
+               p = (portal_t*)Mem_ExpandableArray_RecordAtIndex(&portalarray, portalindex);
+               if (!p)
+                       continue;
                if (p->numpoints >= 3 && p->nodes[0] != p->nodes[1])
                {
                        // note: this check must match the one above or it will usually corrupt memory
@@ -3128,25 +3065,27 @@ static void Mod_Q1BSP_FinalizePortals(void)
                                portal++;
                        }
                        // add the portal's polygon points to the leaf bounding boxes
-                       for (i = 0;i < 2;i++)
+                       if (mod_recalculatenodeboxes.integer)
                        {
-                               leaf = (mleaf_t *)p->nodes[i];
-                               for (j = 0;j < p->numpoints;j++)
+                               for (i = 0;i < 2;i++)
                                {
-                                       if (leaf->mins[0] > p->points[j*3+0]) leaf->mins[0] = p->points[j*3+0];
-                                       if (leaf->mins[1] > p->points[j*3+1]) leaf->mins[1] = p->points[j*3+1];
-                                       if (leaf->mins[2] > p->points[j*3+2]) leaf->mins[2] = p->points[j*3+2];
-                                       if (leaf->maxs[0] < p->points[j*3+0]) leaf->maxs[0] = p->points[j*3+0];
-                                       if (leaf->maxs[1] < p->points[j*3+1]) leaf->maxs[1] = p->points[j*3+1];
-                                       if (leaf->maxs[2] < p->points[j*3+2]) leaf->maxs[2] = p->points[j*3+2];
+                                       leaf = (mleaf_t *)p->nodes[i];
+                                       for (j = 0;j < p->numpoints;j++)
+                                       {
+                                               if (leaf->mins[0] > p->points[j*3+0]) leaf->mins[0] = p->points[j*3+0];
+                                               if (leaf->mins[1] > p->points[j*3+1]) leaf->mins[1] = p->points[j*3+1];
+                                               if (leaf->mins[2] > p->points[j*3+2]) leaf->mins[2] = p->points[j*3+2];
+                                               if (leaf->maxs[0] < p->points[j*3+0]) leaf->maxs[0] = p->points[j*3+0];
+                                               if (leaf->maxs[1] < p->points[j*3+1]) leaf->maxs[1] = p->points[j*3+1];
+                                               if (leaf->maxs[2] < p->points[j*3+2]) leaf->maxs[2] = p->points[j*3+2];
+                                       }
                                }
                        }
                }
-               FreePortal(p);
-               p = pnext;
        }
        // now recalculate the node bounding boxes from the leafs
-       Mod_Q1BSP_RecursiveRecalcNodeBBox(loadmodel->brush.data_nodes + loadmodel->brushq1.hulls[0].firstclipnode);
+       if (mod_recalculatenodeboxes.integer)
+               Mod_Q1BSP_RecursiveRecalcNodeBBox(loadmodel->brush.data_nodes + loadmodel->brushq1.hulls[0].firstclipnode);
 }
 
 /*
@@ -3223,6 +3162,9 @@ static void RemovePortalFromNodes(portal_t *portal)
 }
 
 #define PORTAL_DIST_EPSILON (1.0 / 32.0)
+static double *portalpointsbuffer;
+static int portalpointsbufferoffset;
+static int portalpointsbuffersize;
 static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
 {
        int i, side;
@@ -3230,12 +3172,23 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
        mplane_t clipplane, *plane;
        portal_t *portal, *nextportal, *nodeportal, *splitportal, *temp;
        int numfrontpoints, numbackpoints;
-       double frontpoints[3*MAX_PORTALPOINTS], backpoints[3*MAX_PORTALPOINTS];
+       double *frontpoints, *backpoints;
 
        // if a leaf, we're done
        if (!node->plane)
                return;
 
+       // get some space for our clipping operations to use
+       if (portalpointsbuffersize < portalpointsbufferoffset + 6*MAX_PORTALPOINTS)
+       {
+               portalpointsbuffersize = portalpointsbufferoffset * 2;
+               portalpointsbuffer = Mem_Realloc(loadmodel->mempool, portalpointsbuffer, portalpointsbuffersize * sizeof(*portalpointsbuffer));
+       }
+       frontpoints = portalpointsbuffer + portalpointsbufferoffset;
+       portalpointsbufferoffset += 3*MAX_PORTALPOINTS;
+       backpoints = portalpointsbuffer + portalpointsbufferoffset;
+       portalpointsbufferoffset += 3*MAX_PORTALPOINTS;
+
        plane = node->plane;
 
        front = node->children[0];
@@ -3245,7 +3198,7 @@ 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 = (portal_t *)Mem_ExpandableArray_AllocRecord(&portalarray);
        nodeportal->plane = *plane;
 
        // TODO: calculate node bounding boxes during recursion and calculate a maximum plane size accordingly to improve precision (as most maps do not need 1 billion unit plane polygons)
@@ -3328,7 +3281,7 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
                }
 
                // the portal is split
-               splitportal = AllocPortal();
+               splitportal = (portal_t *)Mem_ExpandableArray_AllocRecord(&portalarray);
                temp = splitportal->chain;
                *splitportal = *portal;
                splitportal->chain = temp;
@@ -3353,13 +3306,23 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
 
        Mod_Q1BSP_RecursiveNodePortals(front);
        Mod_Q1BSP_RecursiveNodePortals(back);
+
+       portalpointsbufferoffset -= 6*MAX_PORTALPOINTS;
 }
 
 static void Mod_Q1BSP_MakePortals(void)
 {
-       portalchain = NULL;
+       Mem_ExpandableArray_NewArray(&portalarray, loadmodel->mempool, sizeof(portal_t), 1020*1024/sizeof(portal_t));
+       portalpointsbufferoffset = 0;
+       portalpointsbuffersize = 6*MAX_PORTALPOINTS*128;
+       portalpointsbuffer = Mem_Alloc(loadmodel->mempool, portalpointsbuffersize * sizeof(*portalpointsbuffer));
        Mod_Q1BSP_RecursiveNodePortals(loadmodel->brush.data_nodes + loadmodel->brushq1.hulls[0].firstclipnode);
+       Mem_Free(portalpointsbuffer);
+       portalpointsbuffer = NULL;
+       portalpointsbufferoffset = 0;
+       portalpointsbuffersize = 0;
        Mod_Q1BSP_FinalizePortals();
+       Mem_ExpandableArray_FreeArray(&portalarray);
 }
 
 //Returns PVS data for a given point
@@ -3457,7 +3420,6 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
        int i, j, k;
        dheader_t *header;
        dmodel_t *bm;
-       mempool_t *mainmempool;
        float dist, modelyawradius, modelradius;
        msurface_t *surface;
        int numshadowmeshtriangles;
@@ -3531,6 +3493,7 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
        mod->Draw = R_Q1BSP_Draw;
        mod->DrawDepth = R_Q1BSP_DrawDepth;
        mod->DrawDebug = R_Q1BSP_DrawDebug;
+       mod->DrawPrepass = R_Q1BSP_DrawPrepass;
        mod->GetLightInfo = R_Q1BSP_GetLightInfo;
        mod->CompileShadowMap = R_Q1BSP_CompileShadowMap;
        mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
@@ -3544,12 +3507,15 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
        mod->brush.qw_md4sum2 = 0;
        for (i = 0;i < HEADER_LUMPS;i++)
        {
+               int temp;
                if (i == LUMP_ENTITIES)
                        continue;
-               mod->brush.qw_md4sum ^= LittleLong(Com_BlockChecksum(mod_base + header->lumps[i].fileofs, header->lumps[i].filelen));
+               temp = Com_BlockChecksum(mod_base + header->lumps[i].fileofs, header->lumps[i].filelen);
+               mod->brush.qw_md4sum ^= LittleLong(temp);
                if (i == LUMP_VISIBILITY || i == LUMP_LEAFS || i == LUMP_NODES)
                        continue;
-               mod->brush.qw_md4sum2 ^= LittleLong(Com_BlockChecksum(mod_base + header->lumps[i].fileofs, header->lumps[i].filelen));
+               temp = Com_BlockChecksum(mod_base + header->lumps[i].fileofs, header->lumps[i].filelen);
+               mod->brush.qw_md4sum2 ^= LittleLong(temp);
        }
 
        Mod_Q1BSP_LoadEntities(&header->lumps[LUMP_ENTITIES]);
@@ -3583,8 +3549,6 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
        mod->numframes = 2;             // regular and alternate animation
        mod->numskins = 1;
 
-       mainmempool = mod->mempool;
-
        // make a single combined shadow mesh to allow optimized shadow volume creation
        numshadowmeshtriangles = 0;
        for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
@@ -3722,7 +3686,7 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
                                mod->DrawSky = R_Q1BSP_DrawSky;
 
                        for (j = 0, surface = &mod->data_surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surface++)
-                               if (surface->texture->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
+                               if (surface->texture->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
                                        break;
                        if (j < mod->nummodelsurfaces)
                                mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
@@ -3771,14 +3735,27 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        Con_Printf("warning: empty submodel *%i in %s\n", i+1, loadmodel->name);
                }
                //mod->brushq1.num_visleafs = bm->visleafs;
-       }
 
-       Mod_Q1BSP_LoadMapBrushes();
+               if (mod_q1bsp_polygoncollisions.integer)
+               {
+                       Mod_MakeCollisionBIH(mod, true, &mod->collision_bih);
+                       // point traces and contents checks still use the bsp tree
+                       mod->TraceLine = Mod_CollisionBIH_TraceLine;
+                       mod->TraceBox = Mod_CollisionBIH_TraceBox;
+               }
+               else
+                       Mod_MakeCollisionBIH(mod, true, &mod->render_bih);
 
-       //Mod_Q1BSP_ProcessLightList();
+               // generate VBOs and other shared data before cloning submodels
+               if (i == 0)
+               {
+                       Mod_BuildVBOs();
+                       Mod_Q1BSP_LoadMapBrushes();
+                       //Mod_Q1BSP_ProcessLightList();
+               }
+       }
 
-       if (developer.integer >= 10)
-               Con_Printf("Some stats for q1bsp model \"%s\": %i faces, %i nodes, %i leafs, %i visleafs, %i visleafportals\n", loadmodel->name, loadmodel->num_surfaces, loadmodel->brush.num_nodes, loadmodel->brush.num_leafs, mod->brush.num_pvsclusters, loadmodel->brush.num_portals);
+       Con_DPrintf("Stats for q1bsp model \"%s\": %i faces, %i nodes, %i leafs, %i visleafs, %i visleafportals, mesh: %i vertices, %i triangles, %i surfaces\n", loadmodel->name, loadmodel->num_surfaces, loadmodel->brush.num_nodes, loadmodel->brush.num_leafs, mod->brush.num_pvsclusters, loadmodel->brush.num_portals, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->num_surfaces);
 }
 
 static void Mod_Q2BSP_LoadEntities(lump_t *l)
@@ -4252,13 +4229,21 @@ static void Mod_Q3BSP_LoadEntities(lump_t *l)
                        if (!COM_ParseToken_Simple(&data, false, false))
                                break; // error
                        strlcpy(value, com_token, sizeof(value));
-                       if (!strcmp("gridsize", key))
+                       if (!strcasecmp("gridsize", key)) // this one is case insensitive to 100% match q3map2
                        {
 #if _MSC_VER >= 1400
 #define sscanf sscanf_s
 #endif
+#if 0
                                if (sscanf(value, "%f %f %f", &v[0], &v[1], &v[2]) == 3 && v[0] != 0 && v[1] != 0 && v[2] != 0)
                                        VectorCopy(v, loadmodel->brushq3.num_lightgrid_cellsize);
+#else
+                               VectorSet(v, 64, 64, 128);
+                               if(sscanf(value, "%f %f %f", &v[0], &v[1], &v[2]) != 3)
+                                       Con_Printf("Mod_Q3BSP_LoadEntities: funny gridsize \"%s\" in %s, interpreting as \"%f %f %f\" to match q3map2's parsing\n", value, loadmodel->name, v[0], v[1], v[2]);
+                               if (v[0] != 0 && v[1] != 0 && v[2] != 0)
+                                       VectorCopy(v, loadmodel->brushq3.num_lightgrid_cellsize);
+#endif
                        }
                        else if (!strcmp("deluxeMaps", key))
                        {
@@ -4298,13 +4283,11 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
                strlcpy (out[i].name, in[i].name, sizeof (out[i].name));
                out[i].surfaceflags = LittleLong(in[i].surfaceflags);
                out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in[i].contents));
+               Mod_LoadTextureFromQ3Shader(out + i, out[i].name, true, true, TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS);
+               // restore the surfaceflags and supercontents
+               out[i].surfaceflags = LittleLong(in[i].surfaceflags);
+               out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in[i].contents));
        }
-
-       if (cls.state == ca_dedicated)
-               return;
-
-       for (i = 0;i < count;i++, in++, out++)
-               Mod_LoadTextureFromQ3Shader(out, out->name, true, true, TEXF_MIPMAP | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS);
 }
 
 static void Mod_Q3BSP_LoadPlanes(lump_t *l)
@@ -4521,8 +4504,16 @@ 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 = (int *)Mem_Alloc(loadmodel->mempool, count * sizeof(*out));
 
+       if(!loadmodel->brushq3.num_vertices)
+       {
+               if (count)
+                       Con_Printf("Mod_Q3BSP_LoadTriangles: %s has triangles but no vertexes, broken compiler, ignoring problem\n", loadmodel->name);
+               loadmodel->brushq3.num_triangles = 0;
+               return;
+       }
+
+       out = (int *)Mem_Alloc(loadmodel->mempool, count * sizeof(*out));
        loadmodel->brushq3.num_triangles = count / 3;
        loadmodel->brushq3.data_element3i = out;
 
@@ -4532,8 +4523,6 @@ static void Mod_Q3BSP_LoadTriangles(lump_t *l)
                if (*out < 0 || *out >= loadmodel->brushq3.num_vertices)
                {
                        Con_Printf("Mod_Q3BSP_LoadTriangles: invalid vertexindex %i (%i vertices), setting to 0\n", *out, loadmodel->brushq3.num_vertices);
-                       if(!loadmodel->brushq3.num_vertices)
-                               Host_Error("Mod_Q1BSP_LoadTrianglles: %s has triangles but no vertexes, cannot fix\n", loadmodel->name);
                        *out = 0;
                }
        }
@@ -4542,7 +4531,7 @@ static void Mod_Q3BSP_LoadTriangles(lump_t *l)
 static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
 {
        q3dlightmap_t *input_pointer;
-       int i, j, k, count, power, power2, mask, endlightmap, mergewidth, mergeheight;
+       int i, j, k, count, power, power2, endlightmap, mergewidth, mergeheight;
        unsigned char *c;
 
        unsigned char *convertedpixels;
@@ -4586,7 +4575,7 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
                if (developer_loading.integer)
                        Con_Printf("Using external lightmaps\n");
                FS_StripExtension(loadmodel->name, mapname, sizeof(mapname));
-               inpixels[0] = loadimagepixelsbgra(va("%s/lm_%04d", mapname, 0), false, false);
+               inpixels[0] = loadimagepixelsbgra(va("%s/lm_%04d", mapname, 0), false, false, false, NULL);
                if(!inpixels[0])
                        return;
 
@@ -4606,14 +4595,15 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
 
                for(count = 1; ; ++count)
                {
-                       inpixels[count] = loadimagepixelsbgra(va("%s/lm_%04d", mapname, count), false, false);
+                       inpixels[count] = loadimagepixelsbgra(va("%s/lm_%04d", mapname, count), false, false, false, NULL);
                        if(!inpixels[count])
                                break; // we got all of them
                        if(image_width != size || image_height != size)
                        {
-                               for(i = 0; i <= count; ++i)
-                                       Mem_Free(inpixels[i]);
-                               Host_Error("Mod_Q3BSP_LoadLightmaps: invalid external lightmap size in %s",loadmodel->name);
+                               Mem_Free(inpixels[count]);
+                               inpixels[count] = NULL;
+                               Con_Printf("Mod_Q3BSP_LoadLightmaps: mismatched lightmap size in %s - external lightmap %s/lm_%04d does not match earlier ones\n", loadmodel->name, mapname, count);
+                               break;
                        }
                }
        }
@@ -4694,7 +4684,7 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
                ;
        // i is now 0 for 128, 1 for 256, etc
 
-       for (power = 1;power + i <= mod_q3bsp_lightmapmergepower.integer && (size << power) <= gl_max_texture_size && (1 << (power * 2)) < 4 * (count >> (loadmodel->brushq3.deluxemapping ? 1 : 0)); power++)
+       for (power = 1;power + i <= mod_q3bsp_lightmapmergepower.integer && (size << power) <= (int)vid.maxtexturesize_2d && (1 << (power * 2)) < 4 * (count >> (loadmodel->brushq3.deluxemapping ? 1 : 0)); power++)
                loadmodel->brushq3.num_lightmapmergepower = power;
 
        loadmodel->brushq3.num_lightmapmerge = 1 << loadmodel->brushq3.num_lightmapmergepower;
@@ -4710,7 +4700,6 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
 
        power = loadmodel->brushq3.num_lightmapmergepower;
        power2 = power * 2;
-       mask = (1 << power) - 1;
        for (i = 0;i < count;i++)
        {
                // figure out which merged lightmap texture this fits into
@@ -4740,9 +4729,9 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
                                        ;
                                if (developer_loading.integer)
                                        Con_Printf("lightmap merge texture #%i is %ix%i (%i of %i used)\n", lightmapindex, mergewidth*size, mergeheight*size, min(j, mergewidth*mergeheight), mergewidth*mergeheight);
-                               loadmodel->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), mergewidth * size, mergeheight * size, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : 0), NULL);
+                               loadmodel->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), mergewidth * size, mergeheight * size, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : TEXF_ALLOWUPDATES), -1, NULL);
                                if (loadmodel->brushq3.data_deluxemaps)
-                                       loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), mergewidth * size, mergeheight * size, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : 0), NULL);
+                                       loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), mergewidth * size, mergeheight * size, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : TEXF_ALLOWUPDATES), -1, NULL);
                        }
                        mergewidth = R_TextureWidth(loadmodel->brushq3.data_lightmaps[lightmapindex]) / size;
                        mergeheight = R_TextureHeight(loadmodel->brushq3.data_lightmaps[lightmapindex]) / size;
@@ -4756,9 +4745,9 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
                {
                        // figure out which merged lightmap texture this fits into
                        if (loadmodel->brushq3.deluxemapping && (i & 1))
-                               loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), size, size, convertedpixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : 0), NULL);
+                               loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), size, size, convertedpixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : 0), -1, NULL);
                        else
-                               loadmodel->brushq3.data_lightmaps [lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), size, size, convertedpixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : 0), NULL);
+                               loadmodel->brushq3.data_lightmaps [lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), size, size, convertedpixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : 0), -1, NULL);
                }
        }
 
@@ -4775,9 +4764,9 @@ static void Mod_Q3BSP_BuildBBoxes(const int *element3i, int num_triangles, const
        int j, k, cnt, tri;
        float *mins, *maxs;
        const float *vert;
+       *collisionstride = stride;
        if(stride > 0)
        {
-               *collisionstride = stride;
                cnt = (num_triangles + stride - 1) / stride;
                *collisionbbox6f = (float *) Mem_Alloc(loadmodel->mempool, sizeof(float[6]) * cnt);
                for(j = 0; j < cnt; ++j)
@@ -4814,10 +4803,7 @@ static void Mod_Q3BSP_BuildBBoxes(const int *element3i, int num_triangles, const
                }
        }
        else
-       {
-               *collisionstride = 0;
                *collisionbbox6f = NULL;
-       }
 }
 
 typedef struct patchtess_s
@@ -4844,7 +4830,7 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
 {
        q3dface_t *in, *oldin;
        msurface_t *out, *oldout;
-       int i, oldi, j, n, count, invalidelements, patchsize[2], finalwidth, finalheight, xtess, ytess, finalvertices, finaltriangles, firstvertex, firstelement, type, oldnumtriangles, oldnumtriangles2, meshvertices, meshtriangles, numvertices, numtriangles, cxtess, cytess;
+       int i, oldi, j, n, count, invalidelements, patchsize[2], finalwidth, finalheight, xtess, ytess, finalvertices, finaltriangles, firstvertex, firstelement, type, oldnumtriangles, oldnumtriangles2, meshvertices, meshtriangles, collisionvertices, collisiontriangles, numvertices, numtriangles, cxtess, cytess;
        float lightmaptcbase[2], lightmaptcscale[2];
        //int *originalelement3i;
        //int *originalneighbor3i;
@@ -4855,6 +4841,8 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
        float *originalcolor4f;
        float *originaltexcoordtexture2f;
        float *originaltexcoordlightmap2f;
+       float *surfacecollisionvertex3f;
+       int *surfacecollisionelement3i;
        float *v;
        patchtess_t *patchtess = NULL;
        int patchtesscount = 0;
@@ -4901,8 +4889,8 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                n = LittleLong(in->effectindex);
                if (n < -1 || n >= loadmodel->brushq3.num_effects)
                {
-                       if (developer.integer >= 100)
-                               Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid effectindex %i (%i effects)\n", i, out->texture->name, n, loadmodel->brushq3.num_effects);
+                       if (developer_extra.integer)
+                               Con_DPrintf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid effectindex %i (%i effects)\n", i, out->texture->name, n, loadmodel->brushq3.num_effects);
                        n = -1;
                }
                if (n == -1)
@@ -4996,18 +4984,18 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                        patchtess[patchtesscount].info.lods[PATCH_LOD_COLLISION].ytess = cytess;
        
                        patchtess[patchtesscount].surface_id = i;
-                       patchtess[patchtesscount].lodgroup[0] = in->specific.patch.mins[0];
-                       patchtess[patchtesscount].lodgroup[1] = in->specific.patch.mins[1];
-                       patchtess[patchtesscount].lodgroup[2] = in->specific.patch.mins[2];
-                       patchtess[patchtesscount].lodgroup[3] = in->specific.patch.maxs[0];
-                       patchtess[patchtesscount].lodgroup[4] = in->specific.patch.maxs[1];
-                       patchtess[patchtesscount].lodgroup[5] = in->specific.patch.maxs[2];
+                       patchtess[patchtesscount].lodgroup[0] = LittleFloat(in->specific.patch.mins[0]);
+                       patchtess[patchtesscount].lodgroup[1] = LittleFloat(in->specific.patch.mins[1]);
+                       patchtess[patchtesscount].lodgroup[2] = LittleFloat(in->specific.patch.mins[2]);
+                       patchtess[patchtesscount].lodgroup[3] = LittleFloat(in->specific.patch.maxs[0]);
+                       patchtess[patchtesscount].lodgroup[4] = LittleFloat(in->specific.patch.maxs[1]);
+                       patchtess[patchtesscount].lodgroup[5] = LittleFloat(in->specific.patch.maxs[2]);
                        patchtess[patchtesscount].originalvertex3f = originalvertex3f;
                        ++patchtesscount;
                        break;
                case Q3FACETYPE_FLARE:
-                       if (developer.integer >= 100)
-                               Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): Q3FACETYPE_FLARE not supported (yet)\n", i, out->texture->name);
+                       if (developer_extra.integer)
+                               Con_DPrintf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): Q3FACETYPE_FLARE not supported (yet)\n", i, out->texture->name);
                        // don't render it
                        continue;
                }
@@ -5036,6 +5024,8 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
        while (again);
 
        // Calculate resulting number of triangles
+       collisionvertices = 0;
+       collisiontriangles = 0;
        for(i = 0; i < patchtesscount; ++i)
        {
                finalwidth = Q3PatchDimForTess(patchtess[i].info.xsize, patchtess[i].info.lods[PATCH_LOD_VISUAL].xtess);
@@ -5047,14 +5037,31 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                oldout[patchtess[i].surface_id].num_triangles = numtriangles;
                meshvertices += oldout[patchtess[i].surface_id].num_vertices;
                meshtriangles += oldout[patchtess[i].surface_id].num_triangles;
+
+               finalwidth = Q3PatchDimForTess(patchtess[i].info.xsize, patchtess[i].info.lods[PATCH_LOD_COLLISION].xtess);
+               finalheight = Q3PatchDimForTess(patchtess[i].info.ysize,patchtess[i].info.lods[PATCH_LOD_COLLISION].ytess);
+               numvertices = finalwidth * finalheight;
+               numtriangles = (finalwidth - 1) * (finalheight - 1) * 2;
+
+               oldout[patchtess[i].surface_id].num_collisionvertices = numvertices;
+               oldout[patchtess[i].surface_id].num_collisiontriangles = numtriangles;
+               collisionvertices += oldout[patchtess[i].surface_id].num_collisionvertices;
+               collisiontriangles += oldout[patchtess[i].surface_id].num_collisiontriangles;
        }
 
        i = oldi;
        in = oldin;
        out = oldout;
        Mod_AllocSurfMesh(loadmodel->mempool, meshvertices, meshtriangles, false, true, false);
+       if (collisiontriangles)
+       {
+               loadmodel->brush.data_collisionvertex3f = Mem_Alloc(loadmodel->mempool, collisionvertices * sizeof(float[3]));
+               loadmodel->brush.data_collisionelement3i = Mem_Alloc(loadmodel->mempool, collisiontriangles * sizeof(int[3]));
+       }
        meshvertices = 0;
        meshtriangles = 0;
+       collisionvertices = 0;
+       collisiontriangles = 0;
        for (;i < count && meshvertices + out->num_vertices <= loadmodel->surfmesh.num_vertices;i++, in++, out++)
        {
                if (out->num_vertices < 3 || out->num_triangles < 1)
@@ -5065,6 +5072,7 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                firstelement = LittleLong(in->firstelement);
                out->num_firstvertex = meshvertices;
                out->num_firsttriangle = meshtriangles;
+               out->num_firstcollisiontriangle = collisiontriangles;
                switch(type)
                {
                case Q3FACETYPE_FLAT:
@@ -5118,7 +5126,7 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                        finalwidth = Q3PatchDimForTess(patchsize[0],xtess); //((patchsize[0] - 1) * xtess) + 1;
                        finalheight = Q3PatchDimForTess(patchsize[1],ytess); //((patchsize[1] - 1) * ytess) + 1;
                        finalvertices = finalwidth * finalheight;
-                       finaltriangles = (finalwidth - 1) * (finalheight - 1) * 2;
+                       oldnumtriangles = finaltriangles = (finalwidth - 1) * (finalheight - 1) * 2;
                        type = Q3FACETYPE_MESH;
                        // generate geometry
                        // (note: normals are skipped because they get recalculated)
@@ -5131,40 +5139,62 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
 
                        out->num_triangles = Mod_RemoveDegenerateTriangles(out->num_triangles, (loadmodel->surfmesh.data_element3i + 3 * out->num_firsttriangle), (loadmodel->surfmesh.data_element3i + 3 * out->num_firsttriangle), loadmodel->surfmesh.data_vertex3f);
 
-                       if (developer.integer >= 100)
+                       if (developer_extra.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);
+                                       Con_DPrintf("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);
+                                       Con_DPrintf("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
                        // build the lower quality collision geometry
                        finalwidth = Q3PatchDimForTess(patchsize[0],cxtess); //((patchsize[0] - 1) * cxtess) + 1;
                        finalheight = Q3PatchDimForTess(patchsize[1],cytess); //((patchsize[1] - 1) * cytess) + 1;
                        finalvertices = finalwidth * finalheight;
-                       finaltriangles = (finalwidth - 1) * (finalheight - 1) * 2;
+                       oldnumtriangles2 = finaltriangles = (finalwidth - 1) * (finalheight - 1) * 2;
 
-                       out->data_collisionvertex3f = (float *)Mem_Alloc(loadmodel->mempool, sizeof(float[3]) * finalvertices);
-                       out->data_collisionelement3i = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int[3]) * finaltriangles);
+                       // legacy collision geometry implementation
+                       out->deprecatedq3data_collisionvertex3f = (float *)Mem_Alloc(loadmodel->mempool, sizeof(float[3]) * finalvertices);
+                       out->deprecatedq3data_collisionelement3i = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int[3]) * finaltriangles);
                        out->num_collisionvertices = finalvertices;
                        out->num_collisiontriangles = finaltriangles;
-                       Q3PatchTesselateFloat(3, sizeof(float[3]), out->data_collisionvertex3f, patchsize[0], patchsize[1], sizeof(float[3]), originalvertex3f, cxtess, cytess);
-                       Q3PatchTriangleElements(out->data_collisionelement3i, finalwidth, finalheight, 0);
+                       Q3PatchTesselateFloat(3, sizeof(float[3]), out->deprecatedq3data_collisionvertex3f, patchsize[0], patchsize[1], sizeof(float[3]), originalvertex3f, cxtess, cytess);
+                       Q3PatchTriangleElements(out->deprecatedq3data_collisionelement3i, finalwidth, finalheight, 0);
 
                        //Mod_SnapVertices(3, out->num_vertices, (loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex), 0.25);
-                       Mod_SnapVertices(3, out->num_collisionvertices, out->data_collisionvertex3f, 1);
+                       Mod_SnapVertices(3, finalvertices, out->deprecatedq3data_collisionvertex3f, 1);
 
-                       oldnumtriangles = out->num_triangles;
-                       oldnumtriangles2 = out->num_collisiontriangles;
-                       out->num_collisiontriangles = Mod_RemoveDegenerateTriangles(out->num_collisiontriangles, out->data_collisionelement3i, out->data_collisionelement3i, out->data_collisionvertex3f);
+                       out->num_collisiontriangles = Mod_RemoveDegenerateTriangles(finaltriangles, out->deprecatedq3data_collisionelement3i, out->deprecatedq3data_collisionelement3i, out->deprecatedq3data_collisionvertex3f);
 
                        // now optimize the collision mesh by finding triangle bboxes...
-                       Mod_Q3BSP_BuildBBoxes(out->data_collisionelement3i, out->num_collisiontriangles, out->data_collisionvertex3f, &out->data_collisionbbox6f, &out->num_collisionbboxstride, mod_q3bsp_curves_collisions_stride.integer);
-                       Mod_Q3BSP_BuildBBoxes(loadmodel->surfmesh.data_element3i + 3 * out->num_firsttriangle, out->num_triangles, loadmodel->surfmesh.data_vertex3f, &out->data_bbox6f, &out->num_bboxstride, mod_q3bsp_curves_stride.integer);
+                       Mod_Q3BSP_BuildBBoxes(out->deprecatedq3data_collisionelement3i, out->num_collisiontriangles, out->deprecatedq3data_collisionvertex3f, &out->deprecatedq3data_collisionbbox6f, &out->deprecatedq3num_collisionbboxstride, mod_q3bsp_curves_collisions_stride.integer);
+                       Mod_Q3BSP_BuildBBoxes(loadmodel->surfmesh.data_element3i + 3 * out->num_firsttriangle, out->num_triangles, loadmodel->surfmesh.data_vertex3f, &out->deprecatedq3data_bbox6f, &out->deprecatedq3num_bboxstride, mod_q3bsp_curves_stride.integer);
+
+                       // store collision geometry for BIH collision tree
+                       surfacecollisionvertex3f = loadmodel->brush.data_collisionvertex3f + collisionvertices * 3;
+                       surfacecollisionelement3i = loadmodel->brush.data_collisionelement3i + collisiontriangles * 3;
+                       Q3PatchTesselateFloat(3, sizeof(float[3]), surfacecollisionvertex3f, patchsize[0], patchsize[1], sizeof(float[3]), originalvertex3f, cxtess, cytess);
+                       Q3PatchTriangleElements(surfacecollisionelement3i, finalwidth, finalheight, collisionvertices);
+                       Mod_SnapVertices(3, finalvertices, surfacecollisionvertex3f, 1);
+#if 1
+                       // remove this once the legacy code is removed
+                       {
+                               int nc = out->num_collisiontriangles;
+#endif
+                       out->num_collisiontriangles = Mod_RemoveDegenerateTriangles(finaltriangles, surfacecollisionelement3i, surfacecollisionelement3i, loadmodel->brush.data_collisionvertex3f);
+#if 1
+                               if(nc != out->num_collisiontriangles)
+                               {
+                                       Con_Printf("number of collision triangles differs between BIH and BSP. FAIL.\n");
+                               }
+                       }
+#endif
+
+                       if (developer_extra.integer)
+                               Con_DPrintf("Mod_Q3BSP_LoadFaces: %ix%i curve became %i:%i vertices / %i:%i triangles (%i:%i degenerate)\n", patchsize[0], patchsize[1], out->num_vertices, out->num_collisionvertices, oldnumtriangles, oldnumtriangles2, oldnumtriangles - out->num_triangles, oldnumtriangles2 - out->num_collisiontriangles);
 
-                       if (developer.integer >= 100)
-                               Con_Printf("Mod_Q3BSP_LoadFaces: %ix%i curve became %i:%i vertices / %i:%i triangles (%i:%i degenerate)\n", patchsize[0], patchsize[1], out->num_vertices, out->num_collisionvertices, oldnumtriangles, oldnumtriangles2, oldnumtriangles - out->num_triangles, oldnumtriangles2 - out->num_collisiontriangles);
+                       collisionvertices += finalvertices;
+                       collisiontriangles += out->num_collisiontriangles;
                        break;
                default:
                        break;
@@ -5479,7 +5509,10 @@ static void Mod_Q3BSP_LoadLightGrid(lump_t *l)
        if (l->filelen)
        {
                if (l->filelen < count * (int)sizeof(*in))
-                       Host_Error("Mod_Q3BSP_LoadLightGrid: invalid lightgrid lump size %i bytes, should be %i bytes (%ix%ix%i)", l->filelen, (int)(count * sizeof(*in)), loadmodel->brushq3.num_lightgrid_isize[0], loadmodel->brushq3.num_lightgrid_isize[1], loadmodel->brushq3.num_lightgrid_isize[2]);
+               {
+                       Con_Printf("Mod_Q3BSP_LoadLightGrid: invalid lightgrid lump size %i bytes, should be %i bytes (%ix%ix%i)", l->filelen, (int)(count * sizeof(*in)), loadmodel->brushq3.num_lightgrid_isize[0], loadmodel->brushq3.num_lightgrid_isize[1], loadmodel->brushq3.num_lightgrid_isize[2]);
+                       return; // ignore the grid if we cannot understand it
+               }
                if (l->filelen != count * (int)sizeof(*in))
                        Con_Printf("Mod_Q3BSP_LoadLightGrid: Warning: calculated lightgrid size %i bytes does not match lump size %i\n", (int)(count * sizeof(*in)), l->filelen);
                out = (q3dlightgrid_t *)Mem_Alloc(loadmodel->mempool, count * sizeof(*out));
@@ -5659,7 +5692,7 @@ static qboolean Mod_Q3BSP_TraceLineOfSight(struct model_s *model, const vec3_t s
        if (model->brush.submodel || mod_q3bsp_tracelineofsight_brushes.integer)
        {
                trace_t trace;
-               model->TraceLine(model, 0, &trace, start, end, SUPERCONTENTS_VISBLOCKERMASK);
+               model->TraceLine(model, NULL, NULL, &trace, start, end, SUPERCONTENTS_VISBLOCKERMASK);
                return trace.fraction == 1;
        }
        else
@@ -5671,131 +5704,666 @@ static qboolean Mod_Q3BSP_TraceLineOfSight(struct model_s *model, const vec3_t s
        }
 }
 
-static void Mod_Q3BSP_TracePoint_RecursiveBSPNode(trace_t *trace, dp_model_t *model, mnode_t *node, const vec3_t point, int markframe)
+static void Mod_CollisionBIH_TracePoint_RecursiveBIHNode(trace_t *trace, dp_model_t *model, int nodenum, const vec3_t point)
 {
-       int i;
-       mleaf_t *leaf;
-       colbrushf_t *brush;
-       // find which leaf the point is in
-       while (node->plane)
-               node = node->children[(node->plane->type < 3 ? point[node->plane->type] : DotProduct(point, node->plane->normal)) < node->plane->dist];
-       // point trace the brushes
-       leaf = (mleaf_t *)node;
-       for (i = 0;i < leaf->numleafbrushes;i++)
+       const bih_leaf_t *leaf;
+       const bih_node_t *node;
+       const colbrushf_t *brush;
+       int axis;
+       while (nodenum >= 0)
        {
-               brush = model->brush.data_brushes[leaf->firstleafbrush[i]].colbrushf;
-               if (brush && brush->markframe != markframe && BoxesOverlap(point, point, brush->mins, brush->maxs))
+               node = model->collision_bih.nodes + nodenum;
+               axis = node->type - BIH_SPLITX;
+               if (point[axis] <= node->backmax)
                {
-                       brush->markframe = markframe;
-                       Collision_TracePointBrushFloat(trace, point, brush);
+                       if (point[axis] >= node->frontmin)
+                               Mod_CollisionBIH_TracePoint_RecursiveBIHNode(trace, model, node->front, point);
+                       nodenum = node->back;
                }
+               else if (point[axis] >= node->frontmin)
+                       nodenum = node->front;
+               else // no overlap with either child?  just return
+                       return;
+       }
+       if (!model->collision_bih.leafs)
+               return;
+       leaf = model->collision_bih.leafs + (-1-nodenum);
+       switch(leaf->type)
+       {
+       case BIH_BRUSH:
+               brush = model->brush.data_brushes[leaf->itemindex].colbrushf;
+               Collision_TracePointBrushFloat(trace, point, brush);
+               break;
+       case BIH_COLLISIONTRIANGLE:
+               // collision triangle - skipped because they have no volume
+               break;
+       case BIH_RENDERTRIANGLE:
+               // render triangle - skipped because they have no volume
+               break;
        }
-       // can't do point traces on curves (they have no thickness)
 }
 
-static void Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace_t *trace, dp_model_t *model, mnode_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, const vec3_t segmentmins, const vec3_t segmentmaxs)
-{
-       int i, startside, endside;
-       float dist1, dist2, midfrac, mid[3], nodesegmentmins[3], nodesegmentmaxs[3];
-       mleaf_t *leaf;
-       msurface_t *surface;
-       mplane_t *plane;
-       colbrushf_t *brush;
-       // walk the tree until we hit a leaf, recursing for any split cases
-       while (node->plane)
-       {
-               // abort if this part of the bsp tree can not be hit by this trace
-//             if (!(node->combinedsupercontents & trace->hitsupercontentsmask))
-//                     return;
-               plane = node->plane;
-               // axial planes are much more common than non-axial, so an optimized
-               // axial case pays off here
-               if (plane->type < 3)
+static void Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace_t *trace, dp_model_t *model, int nodenum, const vec3_t start, const vec3_t end, const vec3_t linestart, const vec3_t lineend)
+{
+       const bih_leaf_t *leaf;
+       const bih_node_t *node;
+       const colbrushf_t *brush;
+       const int *e;
+       const texture_t *texture;
+       int axis;
+#define BIHLINECLIP
+#ifdef BIHLINECLIP
+       int sideflags;
+       vec_t frontdist1;
+       vec_t frontdist2;
+       vec_t frontfrac;
+       vec_t backdist1;
+       vec_t backdist2;
+       vec_t backfrac;
+       vec3_t clipped, newstart, newend;
+#endif
+       vec3_t segmentmins;
+       vec3_t segmentmaxs;
+       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]);
+       while (nodenum >= 0)
+       {
+               node = model->collision_bih.nodes + nodenum;
+#if 0
+               if (!BoxesOverlap(segmentmins, segmentmaxs, node->mins, node->maxs))
+                       return;
+#endif
+               axis = node->type - BIH_SPLITX;
+#if 0
+               if (segmentmins[axis] <= node->backmax)
                {
-                       dist1 = start[plane->type] - plane->dist;
-                       dist2 = end[plane->type] - plane->dist;
+                       if (segmentmaxs[axis] >= node->frontmin)
+                               Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, end, linestart, lineend);
+                       nodenum = node->back;
                }
+               else if (segmentmaxs[axis] >= node->frontmin)
+                       nodenum = node->front;
                else
+                       return; // trace falls between children
+#else
+               frontdist1 = start[axis] - node->frontmin;
+               frontdist2 = end[axis] - node->frontmin;
+               backdist1 = start[axis] - node->backmax;
+               backdist2 = end[axis] - node->backmax;
+               sideflags = 0;
+               if (frontdist1 < 0)
+                       sideflags |= 1;
+               if (frontdist2 < 0)
+                       sideflags |= 2;
+               if (backdist1 < 0)
+                       sideflags |= 4;
+               if (backdist2 < 0)
+                       sideflags |= 8;
+#if 0
+               if (sideflags & 12)
                {
-                       dist1 = DotProduct(start, plane->normal) - plane->dist;
-                       dist2 = DotProduct(end, plane->normal) - plane->dist;
-               }
-               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];
+                       if ((sideflags & 3) != 3)
+                               Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, end, linestart, lineend);
+                       nodenum = node->back;
                }
+               else if ((sideflags & 3) != 3)
+                       nodenum = node->front;
                else
+                       return; // trace falls between children
+#else
+               switch(sideflags)
                {
-                       // line crosses node plane, split the line
-                       dist1 = PlaneDiff(linestart, plane);
-                       dist2 = PlaneDiff(lineend, plane);
-                       midfrac = dist1 / (dist1 - dist2);
-                       VectorLerp(linestart, midfrac, lineend, mid);
-                       // take the near side first
-                       Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace, model, node->children[startside], start, mid, startfrac, midfrac, linestart, lineend, markframe, segmentmins, segmentmaxs);
-                       // if we found an impact on the front side, don't waste time
-                       // exploring the far side
-                       if (midfrac <= trace->realfraction)
-                               Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace, model, node->children[endside], mid, end, midfrac, endfrac, linestart, lineend, markframe, segmentmins, segmentmaxs);
-                       return;
-               }
-       }
-       // abort if this part of the bsp tree can not be hit by this trace
-//     if (!(node->combinedsupercontents & trace->hitsupercontentsmask))
-//             return;
-       // hit a leaf
-       nodesegmentmins[0] = min(start[0], end[0]) - 1;
-       nodesegmentmins[1] = min(start[1], end[1]) - 1;
-       nodesegmentmins[2] = min(start[2], end[2]) - 1;
-       nodesegmentmaxs[0] = max(start[0], end[0]) + 1;
-       nodesegmentmaxs[1] = max(start[1], end[1]) + 1;
-       nodesegmentmaxs[2] = max(start[2], end[2]) + 1;
-       // line trace the brushes
-       leaf = (mleaf_t *)node;
-       for (i = 0;i < leaf->numleafbrushes;i++)
-       {
-               brush = model->brush.data_brushes[leaf->firstleafbrush[i]].colbrushf;
-               if (brush && brush->markframe != markframe && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, brush->mins, brush->maxs))
-               {
-                       brush->markframe = markframe;
-                       Collision_TraceLineBrushFloat(trace, linestart, lineend, brush, brush);
+               case 0:
+                       // start end START END
+                       nodenum = node->front;
+                       continue;
+               case 1:
+                       // START end START END
+#ifdef BIHLINECLIP
+                       frontfrac = frontdist1 / (frontdist1 - frontdist2);
+                       VectorLerp(start, frontfrac, end, newstart); start = newstart;
+                       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]);
+#endif
+                       nodenum = node->front;
+                       break;
+               case 2:
+#ifdef BIHLINECLIP
+                       // start END START END
+                       frontfrac = frontdist1 / (frontdist1 - frontdist2);
+                       VectorLerp(start, frontfrac, end, newend); end = newend;
+                       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]);
+#endif
+                       nodenum = node->front;
+                       break;
+               case 3:
+                       // START END START END
+                       return; // line falls in gap between children
+               case 4:
+                       // start end start END
+                       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, end, linestart, lineend);
+#ifdef BIHLINECLIP
+                       backfrac = backdist1 / (backdist1 - backdist2);
+                       VectorLerp(start, backfrac, end, newend); end = newend;
+                       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]);
+#endif
+                       nodenum = node->back;
+                       break;
+               case 5:
+                       // START end start END
+#ifdef BIHLINECLIP
+                       frontfrac = frontdist1 / (frontdist1 - frontdist2);
+                       VectorLerp(start, frontfrac, end, clipped);
+                       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, clipped, end, linestart, lineend);
+                       backfrac = backdist1 / (backdist1 - backdist2);
+                       VectorLerp(start, backfrac, end, newend); end = newend;
+                       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]);
+#else
+                       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, end, linestart, lineend);
+#endif
+                       nodenum = node->back;
+                       break;
+               case 6:
+                       // start END start END
+#ifdef BIHLINECLIP
+                       frontfrac = frontdist1 / (frontdist1 - frontdist2);
+                       VectorLerp(start, frontfrac, end, clipped);
+                       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, clipped, linestart, lineend);
+                       backfrac = backdist1 / (backdist1 - backdist2);
+                       VectorLerp(start, backfrac, end, newend); end = newend;
+                       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]);
+#else
+                       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, end, linestart, lineend);
+#endif
+                       nodenum = node->back;
+                       break;
+               case 7:
+                       // START END start END
+#ifdef BIHLINECLIP
+                       backfrac = backdist1 / (backdist1 - backdist2);
+                       VectorLerp(start, backfrac, end, newend); end = newend;
+                       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]);
+#endif
+                       nodenum = node->back;
+                       break;
+               case 8:
+                       // start end START end
+                       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, end, linestart, lineend);
+#ifdef BIHLINECLIP
+                       backfrac = backdist1 / (backdist1 - backdist2);
+                       VectorLerp(start, backfrac, end, newstart); start = newstart;
+                       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]);
+#endif
+                       nodenum = node->back;
+                       break;
+               case 9:
+                       // START end START end
+#ifdef BIHLINECLIP
+                       frontfrac = frontdist1 / (frontdist1 - frontdist2);
+                       VectorLerp(start, frontfrac, end, clipped);
+                       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, clipped, end, linestart, lineend);
+                       backfrac = backdist1 / (backdist1 - backdist2);
+                       VectorLerp(start, backfrac, end, newstart); start = newstart;
+                       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]);
+#else
+                       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, end, linestart, lineend);
+#endif
+                       nodenum = node->back;
+                       break;
+               case 10:
+                       // start END START end
+#ifdef BIHLINECLIP
+                       frontfrac = frontdist1 / (frontdist1 - frontdist2);
+                       VectorLerp(start, frontfrac, end, clipped);
+                       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, clipped, linestart, lineend);
+                       backfrac = backdist1 / (backdist1 - backdist2);
+                       VectorLerp(start, backfrac, end, newstart); start = newstart;
+                       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]);
+#else
+                       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, end, linestart, lineend);
+#endif
+                       nodenum = node->back;
+                       break;
+               case 11:
+                       // START END START end
+#ifdef BIHLINECLIP
+                       backfrac = backdist1 / (backdist1 - backdist2);
+                       VectorLerp(start, backfrac, end, newstart); start = newstart;
+                       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]);
+#endif
+                       nodenum = node->back;
+                       break;
+               case 12:
+                       // start end start end
+                       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, end, linestart, lineend);
+                       nodenum = node->back;
+                       break;
+               case 13:
+                       // START end start end
+#ifdef BIHLINECLIP
+                       frontfrac = frontdist1 / (frontdist1 - frontdist2);
+                       VectorLerp(start, frontfrac, end, clipped);
+                       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, clipped, end, linestart, lineend);
+#else
+                       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, end, linestart, lineend);
+#endif
+                       nodenum = node->back;
+                       break;
+               case 14:
+                       // start END start end
+#ifdef BIHLINECLIP
+                       frontfrac = frontdist1 / (frontdist1 - frontdist2);
+                       VectorLerp(start, frontfrac, end, clipped);
+                       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, clipped, linestart, lineend);
+#else
+                       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, node->front, start, end, linestart, lineend);
+#endif
+                       nodenum = node->back;
+                       break;
+               case 15:
+                       // START END start end
+                       nodenum = node->back;
+                       continue;
                }
+#endif
+#endif
        }
-       // can't do point traces on curves (they have no thickness)
-       if (leaf->containscollisionsurfaces && mod_q3bsp_curves_collisions.integer && !VectorCompare(start, end))
+       if (!model->collision_bih.leafs)
+               return;
+       leaf = model->collision_bih.leafs + (-1-nodenum);
+#if 1
+       if (!BoxesOverlap(segmentmins, segmentmaxs, leaf->mins, leaf->maxs))
+               return;
+#endif
+       switch(leaf->type)
        {
-               // line trace the curves
-               for (i = 0;i < leaf->numleafsurfaces;i++)
-               {
-                       surface = model->data_surfaces + leaf->firstleafsurface[i];
-                       if (surface->num_collisiontriangles && surface->collisionmarkframe != markframe && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, surface->mins, surface->maxs))
-                       {
-                               surface->collisionmarkframe = markframe;
-                               Collision_TraceLineTriangleMeshFloat(trace, linestart, lineend, surface->num_collisiontriangles, surface->data_collisionelement3i, surface->data_collisionvertex3f, surface->num_collisionbboxstride, surface->data_collisionbbox6f, surface->texture->supercontents, surface->texture->surfaceflags, surface->texture, segmentmins, segmentmaxs);
-                       }
-               }
+       case BIH_BRUSH:
+               brush = model->brush.data_brushes[leaf->itemindex].colbrushf;
+               Collision_TraceLineBrushFloat(trace, linestart, lineend, brush, brush);
+               break;
+       case BIH_COLLISIONTRIANGLE:
+               if (!mod_q3bsp_curves_collisions.integer)
+                       return;
+               e = model->brush.data_collisionelement3i + 3*leaf->itemindex;
+               texture = model->data_textures + leaf->textureindex;
+               Collision_TraceLineTriangleFloat(trace, linestart, lineend, model->brush.data_collisionvertex3f + e[0] * 3, model->brush.data_collisionvertex3f + e[1] * 3, model->brush.data_collisionvertex3f + e[2] * 3, texture->supercontents, texture->surfaceflags, texture);
+               break;
+       case BIH_RENDERTRIANGLE:
+               e = model->surfmesh.data_element3i + 3*leaf->itemindex;
+               texture = model->data_textures + leaf->textureindex;
+               Collision_TraceLineTriangleFloat(trace, linestart, lineend, model->surfmesh.data_vertex3f + e[0] * 3, model->surfmesh.data_vertex3f + e[1] * 3, model->surfmesh.data_vertex3f + e[2] * 3, texture->supercontents, texture->surfaceflags, texture);
+               break;
        }
 }
 
-static void Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace_t *trace, dp_model_t *model, mnode_t *node, const colbrushf_t *thisbrush_start, const colbrushf_t *thisbrush_end, int markframe, const vec3_t segmentmins, const vec3_t segmentmaxs)
+static void Mod_CollisionBIH_TraceBrush_RecursiveBIHNode(trace_t *trace, dp_model_t *model, int nodenum, const colbrushf_t *thisbrush_start, const colbrushf_t *thisbrush_end, const vec3_t segmentmins, const vec3_t segmentmaxs)
 {
-       int i;
-       int sides;
-       mleaf_t *leaf;
-       colbrushf_t *brush;
-       msurface_t *surface;
-       mplane_t *plane;
-       float nodesegmentmins[3], nodesegmentmaxs[3];
-       // walk the tree until we hit a leaf, recursing for any split cases
-       while (node->plane)
+       const bih_leaf_t *leaf;
+       const bih_node_t *node;
+       const colbrushf_t *brush;
+       const int *e;
+       const texture_t *texture;
+       int axis;
+       while (nodenum >= 0)
        {
-               // abort if this part of the bsp tree can not be hit by this trace
-//             if (!(node->combinedsupercontents & trace->hitsupercontentsmask))
-//                     return;
-               plane = node->plane;
+               node = model->collision_bih.nodes + nodenum;
+               axis = node->type - BIH_SPLITX;
+#if 1
+               if (!BoxesOverlap(segmentmins, segmentmaxs, node->mins, node->maxs))
+                       return;
+#endif
+#if 0
+               Mod_CollisionBIH_TraceBrush_RecursiveBIHNode(trace, model, node->front, thisbrush_start, thisbrush_end, segmentmins, segmentmaxs);
+               nodenum = node->back;
+               continue;
+#endif
+               if (segmentmins[axis] <= node->backmax)
+               {
+                       if (segmentmaxs[axis] >= node->frontmin)
+                               Mod_CollisionBIH_TraceBrush_RecursiveBIHNode(trace, model, node->front, thisbrush_start, thisbrush_end, segmentmins, segmentmaxs);
+                       nodenum = node->back;
+               }
+               else if (segmentmaxs[axis] >= node->frontmin)
+                       nodenum = node->front;
+               else
+                       return; // trace falls between children
+       }
+       if (!model->collision_bih.leafs)
+               return;
+       leaf = model->collision_bih.leafs + (-1-nodenum);
+#if 1
+       if (!BoxesOverlap(segmentmins, segmentmaxs, leaf->mins, leaf->maxs))
+               return;
+#endif
+       switch(leaf->type)
+       {
+       case BIH_BRUSH:
+               brush = model->brush.data_brushes[leaf->itemindex].colbrushf;
+               Collision_TraceBrushBrushFloat(trace, thisbrush_start, thisbrush_end, brush, brush);
+               break;
+       case BIH_COLLISIONTRIANGLE:
+               if (!mod_q3bsp_curves_collisions.integer)
+                       return;
+               e = model->brush.data_collisionelement3i + 3*leaf->itemindex;
+               texture = model->data_textures + leaf->textureindex;
+               Collision_TraceBrushTriangleFloat(trace, thisbrush_start, thisbrush_end, model->brush.data_collisionvertex3f + e[0] * 3, model->brush.data_collisionvertex3f + e[1] * 3, model->brush.data_collisionvertex3f + e[2] * 3, texture->supercontents, texture->surfaceflags, texture);
+               break;
+       case BIH_RENDERTRIANGLE:
+               e = model->surfmesh.data_element3i + 3*leaf->itemindex;
+               texture = model->data_textures + leaf->textureindex;
+               Collision_TraceBrushTriangleFloat(trace, thisbrush_start, thisbrush_end, model->surfmesh.data_vertex3f + e[0] * 3, model->surfmesh.data_vertex3f + e[1] * 3, model->surfmesh.data_vertex3f + e[2] * 3, texture->supercontents, texture->surfaceflags, texture);
+               break;
+       }
+}
+
+void Mod_CollisionBIH_TracePoint(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, int hitsupercontentsmask)
+{
+       memset(trace, 0, sizeof(*trace));
+       trace->fraction = 1;
+       trace->realfraction = 1;
+       trace->hitsupercontentsmask = hitsupercontentsmask;
+       Mod_CollisionBIH_TracePoint_RecursiveBIHNode(trace, model, model->collision_bih.rootnode, start);
+}
+
+void Mod_CollisionBIH_TraceLine(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask)
+{
+       if (VectorCompare(start, end))
+       {
+               Mod_CollisionBIH_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask);
+               return;
+       }
+
+       memset(trace, 0, sizeof(*trace));
+       trace->fraction = 1;
+       trace->realfraction = 1;
+       trace->hitsupercontentsmask = hitsupercontentsmask;
+       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, model->collision_bih.rootnode, start, end, start, end);
+}
+
+void Mod_CollisionBIH_TraceBox(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
+{
+       float segmentmins[3], segmentmaxs[3];
+       colboxbrushf_t thisbrush_start, thisbrush_end;
+       vec3_t boxstartmins, boxstartmaxs, boxendmins, boxendmaxs;
+
+       if (mod_q3bsp_optimizedtraceline.integer && VectorCompare(boxmins, boxmaxs))
+       {
+               vec3_t shiftstart, shiftend;
+               VectorAdd(start, boxmins, shiftstart);
+               VectorAdd(end, boxmins, shiftend);
+               if (VectorCompare(start, end))
+                       Mod_CollisionBIH_TracePoint(model, frameblend, skeleton, trace, shiftstart, hitsupercontentsmask);
+               else
+               {
+                       Mod_CollisionBIH_TraceLine(model, frameblend, skeleton, trace, shiftstart, shiftend, hitsupercontentsmask);
+                       VectorSubtract(trace->endpos, boxmins, trace->endpos);
+               }
+               return;
+       }
+
+       // box trace, performed as brush trace
+       memset(trace, 0, sizeof(*trace));
+       trace->fraction = 1;
+       trace->realfraction = 1;
+       trace->hitsupercontentsmask = hitsupercontentsmask;
+       segmentmins[0] = min(start[0], end[0]) + boxmins[0] - 1;
+       segmentmins[1] = min(start[1], end[1]) + boxmins[1] - 1;
+       segmentmins[2] = min(start[2], end[2]) + boxmins[2] - 1;
+       segmentmaxs[0] = max(start[0], end[0]) + boxmaxs[0] + 1;
+       segmentmaxs[1] = max(start[1], end[1]) + boxmaxs[1] + 1;
+       segmentmaxs[2] = max(start[2], end[2]) + boxmaxs[2] + 1;
+       VectorAdd(start, boxmins, boxstartmins);
+       VectorAdd(start, boxmaxs, boxstartmaxs);
+       VectorAdd(end, boxmins, boxendmins);
+       VectorAdd(end, boxmaxs, boxendmaxs);
+       Collision_BrushForBox(&thisbrush_start, boxstartmins, boxstartmaxs, 0, 0, NULL);
+       Collision_BrushForBox(&thisbrush_end, boxendmins, boxendmaxs, 0, 0, NULL);
+       Mod_CollisionBIH_TraceBrush_RecursiveBIHNode(trace, model, model->collision_bih.rootnode, &thisbrush_start.brush, &thisbrush_end.brush, segmentmins, segmentmaxs);
+}
+
+int Mod_CollisionBIH_PointSuperContents(struct model_s *model, int frame, const vec3_t point)
+{
+       trace_t trace;
+       Mod_CollisionBIH_TracePoint(model, NULL, NULL, &trace, point, 0);
+       return trace.startsupercontents;
+}
+
+void Mod_CollisionBIH_TracePoint_Mesh(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, int hitsupercontentsmask)
+{
+#if 0
+       // broken - needs to be modified to count front faces and backfaces to figure out if it is in solid
+       vec3_t end;
+       int hitsupercontents;
+       VectorSet(end, start[0], start[1], model->normalmins[2]);
+#endif
+       memset(trace, 0, sizeof(*trace));
+       trace->fraction = 1;
+       trace->realfraction = 1;
+       trace->hitsupercontentsmask = hitsupercontentsmask;
+#if 0
+       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, model->collision_bih.rootnode, start, end, start, end);
+       hitsupercontents = trace->hitsupercontents;
+       memset(trace, 0, sizeof(*trace));
+       trace->fraction = 1;
+       trace->realfraction = 1;
+       trace->hitsupercontentsmask = hitsupercontentsmask;
+       trace->startsupercontents = hitsupercontents;
+#endif
+}
+
+int Mod_CollisionBIH_PointSuperContents_Mesh(struct model_s *model, int frame, const vec3_t start)
+{
+#if 0
+       // broken - needs to be modified to count front faces and backfaces to figure out if it is in solid
+       trace_t trace;
+       vec3_t end;
+       VectorSet(end, start[0], start[1], model->normalmins[2]);
+       memset(&trace, 0, sizeof(trace));
+       trace.fraction = 1;
+       trace.realfraction = 1;
+       trace.hitsupercontentsmask = 0;
+       Mod_CollisionBIH_TraceLine_RecursiveBIHNode(&trace, model, model->collision_bih.rootnode, start, end, start, end);
+       return trace.hitsupercontents;
+#else
+       return 0;
+#endif
+}
+
+static void Mod_Q3BSP_TracePoint_RecursiveBSPNode(trace_t *trace, dp_model_t *model, mnode_t *node, const vec3_t point, int markframe)
+{
+       int i;
+       mleaf_t *leaf;
+       colbrushf_t *brush;
+       // find which leaf the point is in
+       while (node->plane)
+               node = node->children[(node->plane->type < 3 ? point[node->plane->type] : DotProduct(point, node->plane->normal)) < node->plane->dist];
+       // point trace the brushes
+       leaf = (mleaf_t *)node;
+       for (i = 0;i < leaf->numleafbrushes;i++)
+       {
+               brush = model->brush.data_brushes[leaf->firstleafbrush[i]].colbrushf;
+               if (brush && brush->markframe != markframe && BoxesOverlap(point, point, brush->mins, brush->maxs))
+               {
+                       brush->markframe = markframe;
+                       Collision_TracePointBrushFloat(trace, point, brush);
+               }
+       }
+       // can't do point traces on curves (they have no thickness)
+}
+
+static void Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace_t *trace, dp_model_t *model, mnode_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, const vec3_t segmentmins, const vec3_t segmentmaxs)
+{
+       int i, startside, endside;
+       float dist1, dist2, midfrac, mid[3], nodesegmentmins[3], nodesegmentmaxs[3];
+       mleaf_t *leaf;
+       msurface_t *surface;
+       mplane_t *plane;
+       colbrushf_t *brush;
+       // walk the tree until we hit a leaf, recursing for any split cases
+       while (node->plane)
+       {
+#if 0
+               if (!BoxesOverlap(segmentmins, segmentmaxs, node->mins, node->maxs))
+                       return;
+               Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace, model, node->children[0], start, end, startfrac, endfrac, linestart, lineend, markframe, segmentmins, segmentmaxs);
+               node = node->children[1];
+#else
+               // abort if this part of the bsp tree can not be hit by this trace
+//             if (!(node->combinedsupercontents & trace->hitsupercontentsmask))
+//                     return;
+               plane = node->plane;
+               // axial planes are much more common than non-axial, so an optimized
+               // axial case pays off here
+               if (plane->type < 3)
+               {
+                       dist1 = start[plane->type] - plane->dist;
+                       dist2 = end[plane->type] - plane->dist;
+               }
+               else
+               {
+                       dist1 = DotProduct(start, plane->normal) - plane->dist;
+                       dist2 = DotProduct(end, plane->normal) - plane->dist;
+               }
+               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
+                       dist1 = PlaneDiff(linestart, plane);
+                       dist2 = PlaneDiff(lineend, plane);
+                       midfrac = dist1 / (dist1 - dist2);
+                       VectorLerp(linestart, midfrac, lineend, mid);
+                       // take the near side first
+                       Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace, model, node->children[startside], start, mid, startfrac, midfrac, linestart, lineend, markframe, segmentmins, segmentmaxs);
+                       // if we found an impact on the front side, don't waste time
+                       // exploring the far side
+                       if (midfrac <= trace->realfraction)
+                               Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace, model, node->children[endside], mid, end, midfrac, endfrac, linestart, lineend, markframe, segmentmins, segmentmaxs);
+                       return;
+               }
+#endif
+       }
+       // abort if this part of the bsp tree can not be hit by this trace
+//     if (!(node->combinedsupercontents & trace->hitsupercontentsmask))
+//             return;
+       // hit a leaf
+       nodesegmentmins[0] = min(start[0], end[0]) - 1;
+       nodesegmentmins[1] = min(start[1], end[1]) - 1;
+       nodesegmentmins[2] = min(start[2], end[2]) - 1;
+       nodesegmentmaxs[0] = max(start[0], end[0]) + 1;
+       nodesegmentmaxs[1] = max(start[1], end[1]) + 1;
+       nodesegmentmaxs[2] = max(start[2], end[2]) + 1;
+       // line trace the brushes
+       leaf = (mleaf_t *)node;
+#if 0
+       if (!BoxesOverlap(segmentmins, segmentmaxs, leaf->mins, leaf->maxs))
+               return;
+#endif
+       for (i = 0;i < leaf->numleafbrushes;i++)
+       {
+               brush = model->brush.data_brushes[leaf->firstleafbrush[i]].colbrushf;
+               if (brush && brush->markframe != markframe && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, brush->mins, brush->maxs))
+               {
+                       brush->markframe = markframe;
+                       Collision_TraceLineBrushFloat(trace, linestart, lineend, brush, brush);
+               }
+       }
+       // can't do point traces on curves (they have no thickness)
+       if (leaf->containscollisionsurfaces && mod_q3bsp_curves_collisions.integer && !VectorCompare(start, end))
+       {
+               // line trace the curves
+               for (i = 0;i < leaf->numleafsurfaces;i++)
+               {
+                       surface = model->data_surfaces + leaf->firstleafsurface[i];
+                       if (surface->num_collisiontriangles && surface->deprecatedq3collisionmarkframe != markframe && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, surface->mins, surface->maxs))
+                       {
+                               surface->deprecatedq3collisionmarkframe = markframe;
+                               Collision_TraceLineTriangleMeshFloat(trace, linestart, lineend, surface->num_collisiontriangles, surface->deprecatedq3data_collisionelement3i, surface->deprecatedq3data_collisionvertex3f, surface->deprecatedq3num_collisionbboxstride, surface->deprecatedq3data_collisionbbox6f, surface->texture->supercontents, surface->texture->surfaceflags, surface->texture, segmentmins, segmentmaxs);
+                       }
+               }
+       }
+}
+
+static void Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace_t *trace, dp_model_t *model, mnode_t *node, const colbrushf_t *thisbrush_start, const colbrushf_t *thisbrush_end, int markframe, const vec3_t segmentmins, const vec3_t segmentmaxs)
+{
+       int i;
+       int sides;
+       mleaf_t *leaf;
+       colbrushf_t *brush;
+       msurface_t *surface;
+       mplane_t *plane;
+       float nodesegmentmins[3], nodesegmentmaxs[3];
+       // walk the tree until we hit a leaf, recursing for any split cases
+       while (node->plane)
+       {
+#if 0
+               if (!BoxesOverlap(segmentmins, segmentmaxs, node->mins, node->maxs))
+                       return;
+               Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace, model, node->children[0], thisbrush_start, thisbrush_end, markframe, segmentmins, segmentmaxs);
+               node = node->children[1];
+#else
+               // abort if this part of the bsp tree can not be hit by this trace
+//             if (!(node->combinedsupercontents & trace->hitsupercontentsmask))
+//                     return;
+               plane = node->plane;
                // axial planes are much more common than non-axial, so an optimized
                // axial case pays off here
                if (plane->type < 3)
@@ -5826,6 +6394,7 @@ static void Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace_t *trace, dp_model_t *mo
                        return; // ERROR: NAN bounding box!
                // take whichever side the segment box is on
                node = node->children[sides - 1];
+#endif
        }
        // abort if this part of the bsp tree can not be hit by this trace
 //     if (!(node->combinedsupercontents & trace->hitsupercontentsmask))
@@ -5838,6 +6407,10 @@ static void Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace_t *trace, dp_model_t *mo
        nodesegmentmaxs[2] = min(segmentmaxs[2], node->maxs[2] + 1);
        // hit a leaf
        leaf = (mleaf_t *)node;
+#if 0
+       if (!BoxesOverlap(segmentmins, segmentmaxs, leaf->mins, leaf->maxs))
+               return;
+#endif
        for (i = 0;i < leaf->numleafbrushes;i++)
        {
                brush = model->brush.data_brushes[leaf->firstleafbrush[i]].colbrushf;
@@ -5852,18 +6425,19 @@ static void Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace_t *trace, dp_model_t *mo
                for (i = 0;i < leaf->numleafsurfaces;i++)
                {
                        surface = model->data_surfaces + leaf->firstleafsurface[i];
-                       if (surface->num_collisiontriangles && surface->collisionmarkframe != markframe && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, surface->mins, surface->maxs))
+                       if (surface->num_collisiontriangles && surface->deprecatedq3collisionmarkframe != markframe && BoxesOverlap(nodesegmentmins, nodesegmentmaxs, surface->mins, surface->maxs))
                        {
-                               surface->collisionmarkframe = markframe;
-                               Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, surface->num_collisiontriangles, surface->data_collisionelement3i, surface->data_collisionvertex3f, surface->num_collisionbboxstride, surface->data_collisionbbox6f, surface->texture->supercontents, surface->texture->surfaceflags, surface->texture, segmentmins, segmentmaxs);
+                               surface->deprecatedq3collisionmarkframe = markframe;
+                               Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, surface->num_collisiontriangles, surface->deprecatedq3data_collisionelement3i, surface->deprecatedq3data_collisionvertex3f, surface->deprecatedq3num_collisionbboxstride, surface->deprecatedq3data_collisionbbox6f, surface->texture->supercontents, surface->texture->surfaceflags, surface->texture, segmentmins, segmentmaxs);
                        }
                }
        }
 }
 
+
 static int markframe = 0;
 
-static void Mod_Q3BSP_TracePoint(dp_model_t *model, int frame, trace_t *trace, const vec3_t start, int hitsupercontentsmask)
+static void Mod_Q3BSP_TracePoint(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, int hitsupercontentsmask)
 {
        int i;
        q3mbrush_t *brush;
@@ -5871,7 +6445,9 @@ static void Mod_Q3BSP_TracePoint(dp_model_t *model, int frame, trace_t *trace, c
        trace->fraction = 1;
        trace->realfraction = 1;
        trace->hitsupercontentsmask = hitsupercontentsmask;
-       if (model->brush.submodel)
+       if (mod_collision_bih.integer)
+               Mod_CollisionBIH_TracePoint_RecursiveBIHNode(trace, model, model->collision_bih.rootnode, start);
+       else if (model->brush.submodel)
        {
                for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
                        if (brush->colbrushf)
@@ -5881,7 +6457,7 @@ static void Mod_Q3BSP_TracePoint(dp_model_t *model, int frame, trace_t *trace, c
                Mod_Q3BSP_TracePoint_RecursiveBSPNode(trace, model, model->brush.data_nodes, start, ++markframe);
 }
 
-static void Mod_Q3BSP_TraceLine(dp_model_t *model, int frame, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask)
+static void Mod_Q3BSP_TraceLine(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask)
 {
        int i;
        float segmentmins[3], segmentmaxs[3];
@@ -5890,7 +6466,7 @@ static void Mod_Q3BSP_TraceLine(dp_model_t *model, int frame, trace_t *trace, co
 
        if (VectorCompare(start, end))
        {
-               Mod_Q3BSP_TracePoint(model, frame, trace, start, hitsupercontentsmask);
+               Mod_Q3BSP_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask);
                return;
        }
 
@@ -5904,21 +6480,23 @@ static void Mod_Q3BSP_TraceLine(dp_model_t *model, int frame, trace_t *trace, co
        segmentmaxs[0] = max(start[0], end[0]) + 1;
        segmentmaxs[1] = max(start[1], end[1]) + 1;
        segmentmaxs[2] = max(start[2], end[2]) + 1;
-       if (model->brush.submodel)
+       if (mod_collision_bih.integer)
+               Mod_CollisionBIH_TraceLine_RecursiveBIHNode(trace, model, model->collision_bih.rootnode, start, end, start, end);
+       else if (model->brush.submodel)
        {
                for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
-                       if (brush->colbrushf)
+                       if (brush->colbrushf && BoxesOverlap(segmentmins, segmentmaxs, brush->colbrushf->mins, brush->colbrushf->maxs))
                                Collision_TraceLineBrushFloat(trace, start, end, brush->colbrushf, brush->colbrushf);
                if (mod_q3bsp_curves_collisions.integer)
                        for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
-                               if (surface->num_collisiontriangles)
-                                       Collision_TraceLineTriangleMeshFloat(trace, start, end, surface->num_collisiontriangles, surface->data_collisionelement3i, surface->data_collisionvertex3f, surface->num_collisionbboxstride, surface->data_collisionbbox6f, surface->texture->supercontents, surface->texture->surfaceflags, surface->texture, segmentmins, segmentmaxs);
+                               if (surface->num_collisiontriangles && BoxesOverlap(segmentmins, segmentmaxs, surface->mins, surface->maxs))
+                                       Collision_TraceLineTriangleMeshFloat(trace, start, end, surface->num_collisiontriangles, surface->deprecatedq3data_collisionelement3i, surface->deprecatedq3data_collisionvertex3f, surface->deprecatedq3num_collisionbboxstride, surface->deprecatedq3data_collisionbbox6f, surface->texture->supercontents, surface->texture->surfaceflags, surface->texture, segmentmins, segmentmaxs);
        }
        else
                Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace, model, model->brush.data_nodes, start, end, 0, 1, start, end, ++markframe, segmentmins, segmentmaxs);
 }
 
-static void Mod_Q3BSP_TraceBox(dp_model_t *model, int frame, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
+static void Mod_Q3BSP_TraceBox(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
 {
        int i;
        float segmentmins[3], segmentmaxs[3];
@@ -5933,10 +6511,10 @@ static void Mod_Q3BSP_TraceBox(dp_model_t *model, int frame, trace_t *trace, con
                VectorAdd(start, boxmins, shiftstart);
                VectorAdd(end, boxmins, shiftend);
                if (VectorCompare(start, end))
-                       Mod_Q3BSP_TracePoint(model, frame, trace, shiftstart, hitsupercontentsmask);
+                       Mod_Q3BSP_TracePoint(model, frameblend, skeleton, trace, shiftstart, hitsupercontentsmask);
                else
                {
-                       Mod_Q3BSP_TraceLine(model, frame, trace, shiftstart, shiftend, hitsupercontentsmask);
+                       Mod_Q3BSP_TraceLine(model, frameblend, skeleton, trace, shiftstart, shiftend, hitsupercontentsmask);
                        VectorSubtract(trace->endpos, boxmins, trace->endpos);
                }
                return;
@@ -5959,15 +6537,17 @@ static void Mod_Q3BSP_TraceBox(dp_model_t *model, int frame, trace_t *trace, con
        VectorAdd(end, boxmaxs, boxendmaxs);
        Collision_BrushForBox(&thisbrush_start, boxstartmins, boxstartmaxs, 0, 0, NULL);
        Collision_BrushForBox(&thisbrush_end, boxendmins, boxendmaxs, 0, 0, NULL);
-       if (model->brush.submodel)
+       if (mod_collision_bih.integer)
+               Mod_CollisionBIH_TraceBrush_RecursiveBIHNode(trace, model, model->collision_bih.rootnode, &thisbrush_start.brush, &thisbrush_end.brush, segmentmins, segmentmaxs);
+       else if (model->brush.submodel)
        {
                for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
-                       if (brush->colbrushf)
+                       if (brush->colbrushf && BoxesOverlap(segmentmins, segmentmaxs, brush->colbrushf->mins, brush->colbrushf->maxs))
                                Collision_TraceBrushBrushFloat(trace, &thisbrush_start.brush, &thisbrush_end.brush, brush->colbrushf, brush->colbrushf);
                if (mod_q3bsp_curves_collisions.integer)
                        for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
-                               if (surface->num_collisiontriangles)
-                                       Collision_TraceBrushTriangleMeshFloat(trace, &thisbrush_start.brush, &thisbrush_end.brush, surface->num_collisiontriangles, surface->data_collisionelement3i, surface->data_collisionvertex3f, surface->num_collisionbboxstride, surface->data_collisionbbox6f, surface->texture->supercontents, surface->texture->surfaceflags, surface->texture, segmentmins, segmentmaxs);
+                               if (surface->num_collisiontriangles && BoxesOverlap(segmentmins, segmentmaxs, surface->mins, surface->maxs))
+                                       Collision_TraceBrushTriangleMeshFloat(trace, &thisbrush_start.brush, &thisbrush_end.brush, surface->num_collisiontriangles, surface->deprecatedq3data_collisionelement3i, surface->deprecatedq3data_collisionvertex3f, surface->deprecatedq3num_collisionbboxstride, surface->deprecatedq3data_collisionbbox6f, surface->texture->supercontents, surface->texture->surfaceflags, surface->texture, segmentmins, segmentmaxs);
        }
        else
                Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace, model, model->brush.data_nodes, &thisbrush_start.brush, &thisbrush_end.brush, ++markframe, segmentmins, segmentmaxs);
@@ -5978,8 +6558,14 @@ static int Mod_Q3BSP_PointSuperContents(struct model_s *model, int frame, const
        int i;
        int supercontents = 0;
        q3mbrush_t *brush;
+       if (mod_collision_bih.integer)
+       {
+               trace_t trace;
+               Mod_Q3BSP_TracePoint(model, NULL, NULL, &trace, point, 0);
+               supercontents = trace.startsupercontents;
+       }
        // test if the point is inside each brush
-       if (model->brush.submodel)
+       else if (model->brush.submodel)
        {
                // submodels are effectively one leaf
                for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
@@ -6005,14 +6591,149 @@ static int Mod_Q3BSP_PointSuperContents(struct model_s *model, int frame, const
        return supercontents;
 }
 
-static int Mod_Q3BSP_SuperContentsFromNativeContents(dp_model_t *model, int nativecontents)
-{
-       int supercontents = 0;
-       if (nativecontents & CONTENTSQ3_SOLID)
-               supercontents |= SUPERCONTENTS_SOLID;
-       if (nativecontents & CONTENTSQ3_WATER)
-               supercontents |= SUPERCONTENTS_WATER;
-       if (nativecontents & CONTENTSQ3_SLIME)
+bih_t *Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces, bih_t *out)
+{
+       int j;
+       int bihnumleafs;
+       int bihmaxnodes;
+       int brushindex;
+       int triangleindex;
+       int bihleafindex;
+       int nummodelbrushes = model->nummodelbrushes;
+       int nummodelsurfaces = model->nummodelsurfaces;
+       const int *e;
+       const int *collisionelement3i;
+       const float *collisionvertex3f;
+       const int *renderelement3i;
+       const float *rendervertex3f;
+       bih_leaf_t *bihleafs;
+       bih_node_t *bihnodes;
+       int *temp_leafsort;
+       int *temp_leafsortscratch;
+       const msurface_t *surface;
+       const q3mbrush_t *brush;
+
+       // find out how many BIH leaf nodes we need
+       bihnumleafs = 0;
+       if (userendersurfaces)
+       {
+               for (j = 0, surface = model->data_surfaces + model->firstmodelsurface;j < nummodelsurfaces;j++, surface++)
+                       bihnumleafs += surface->num_triangles;
+       }
+       else
+       {
+               for (brushindex = 0, brush = model->brush.data_brushes + brushindex+model->firstmodelbrush;brushindex < nummodelbrushes;brushindex++, brush++)
+                       if (brush->colbrushf)
+                               bihnumleafs++;
+               for (j = 0, surface = model->data_surfaces + model->firstmodelsurface;j < nummodelsurfaces;j++, surface++)
+               {
+                       if (surface->texture->basematerialflags & MATERIALFLAG_MESHCOLLISIONS)
+                               bihnumleafs += surface->num_triangles + surface->num_collisiontriangles;
+                       else
+                               bihnumleafs += surface->num_collisiontriangles;
+               }
+       }
+
+       if (!bihnumleafs)
+               return NULL;
+
+       // allocate the memory for the BIH leaf nodes
+       bihleafs = Mem_Alloc(loadmodel->mempool, sizeof(bih_leaf_t) * bihnumleafs);
+
+       // now populate the BIH leaf nodes
+       bihleafindex = 0;
+
+       // add render surfaces
+       renderelement3i = model->surfmesh.data_element3i;
+       rendervertex3f = model->surfmesh.data_vertex3f;
+       for (j = 0, surface = model->data_surfaces + model->firstmodelsurface;j < nummodelsurfaces;j++, surface++)
+       {
+               for (triangleindex = 0, e = renderelement3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
+               {
+                       if (!userendersurfaces && !(surface->texture->basematerialflags & MATERIALFLAG_MESHCOLLISIONS))
+                               continue;
+                       bihleafs[bihleafindex].type = BIH_RENDERTRIANGLE;
+                       bihleafs[bihleafindex].textureindex = surface->texture - model->data_textures;
+                       bihleafs[bihleafindex].surfaceindex = surface - model->data_surfaces;
+                       bihleafs[bihleafindex].itemindex = triangleindex+surface->num_firsttriangle;
+                       bihleafs[bihleafindex].mins[0] = min(rendervertex3f[3*e[0]+0], min(rendervertex3f[3*e[1]+0], rendervertex3f[3*e[2]+0])) - 1;
+                       bihleafs[bihleafindex].mins[1] = min(rendervertex3f[3*e[0]+1], min(rendervertex3f[3*e[1]+1], rendervertex3f[3*e[2]+1])) - 1;
+                       bihleafs[bihleafindex].mins[2] = min(rendervertex3f[3*e[0]+2], min(rendervertex3f[3*e[1]+2], rendervertex3f[3*e[2]+2])) - 1;
+                       bihleafs[bihleafindex].maxs[0] = max(rendervertex3f[3*e[0]+0], max(rendervertex3f[3*e[1]+0], rendervertex3f[3*e[2]+0])) + 1;
+                       bihleafs[bihleafindex].maxs[1] = max(rendervertex3f[3*e[0]+1], max(rendervertex3f[3*e[1]+1], rendervertex3f[3*e[2]+1])) + 1;
+                       bihleafs[bihleafindex].maxs[2] = max(rendervertex3f[3*e[0]+2], max(rendervertex3f[3*e[1]+2], rendervertex3f[3*e[2]+2])) + 1;
+                       bihleafindex++;
+               }
+       }
+
+       if (!userendersurfaces)
+       {
+               // add collision brushes
+               for (brushindex = 0, brush = model->brush.data_brushes + brushindex+model->firstmodelbrush;brushindex < nummodelbrushes;brushindex++, brush++)
+               {
+                       if (!brush->colbrushf)
+                               continue;
+                       bihleafs[bihleafindex].type = BIH_BRUSH;
+                       bihleafs[bihleafindex].textureindex = brush->texture - model->data_textures;
+                       bihleafs[bihleafindex].surfaceindex = -1;
+                       bihleafs[bihleafindex].itemindex = brushindex+model->firstmodelbrush;
+                       VectorCopy(brush->colbrushf->mins, bihleafs[bihleafindex].mins);
+                       VectorCopy(brush->colbrushf->maxs, bihleafs[bihleafindex].maxs);
+                       bihleafindex++;
+               }
+
+               // add collision surfaces
+               collisionelement3i = model->brush.data_collisionelement3i;
+               collisionvertex3f = model->brush.data_collisionvertex3f;
+               for (j = 0, surface = model->data_surfaces + model->firstmodelsurface;j < nummodelsurfaces;j++, surface++)
+               {
+                       for (triangleindex = 0, e = collisionelement3i + 3*surface->num_firstcollisiontriangle;triangleindex < surface->num_collisiontriangles;triangleindex++, e += 3)
+                       {
+                               bihleafs[bihleafindex].type = BIH_COLLISIONTRIANGLE;
+                               bihleafs[bihleafindex].textureindex = surface->texture - model->data_textures;
+                               bihleafs[bihleafindex].surfaceindex = surface - model->data_surfaces;
+                               bihleafs[bihleafindex].itemindex = triangleindex+surface->num_firstcollisiontriangle;
+                               bihleafs[bihleafindex].mins[0] = min(collisionvertex3f[3*e[0]+0], min(collisionvertex3f[3*e[1]+0], collisionvertex3f[3*e[2]+0])) - 1;
+                               bihleafs[bihleafindex].mins[1] = min(collisionvertex3f[3*e[0]+1], min(collisionvertex3f[3*e[1]+1], collisionvertex3f[3*e[2]+1])) - 1;
+                               bihleafs[bihleafindex].mins[2] = min(collisionvertex3f[3*e[0]+2], min(collisionvertex3f[3*e[1]+2], collisionvertex3f[3*e[2]+2])) - 1;
+                               bihleafs[bihleafindex].maxs[0] = max(collisionvertex3f[3*e[0]+0], max(collisionvertex3f[3*e[1]+0], collisionvertex3f[3*e[2]+0])) + 1;
+                               bihleafs[bihleafindex].maxs[1] = max(collisionvertex3f[3*e[0]+1], max(collisionvertex3f[3*e[1]+1], collisionvertex3f[3*e[2]+1])) + 1;
+                               bihleafs[bihleafindex].maxs[2] = max(collisionvertex3f[3*e[0]+2], max(collisionvertex3f[3*e[1]+2], collisionvertex3f[3*e[2]+2])) + 1;
+                               bihleafindex++;
+                       }
+               }
+       }
+
+       // allocate buffers for the produced and temporary data
+       bihmaxnodes = bihnumleafs - 1;
+       bihnodes = Mem_Alloc(loadmodel->mempool, sizeof(bih_node_t) * bihmaxnodes);
+       temp_leafsort = Mem_Alloc(loadmodel->mempool, sizeof(int) * bihnumleafs * 2);
+       temp_leafsortscratch = temp_leafsort + bihnumleafs;
+
+       // now build it
+       BIH_Build(out, bihnumleafs, bihleafs, bihmaxnodes, bihnodes, temp_leafsort, temp_leafsortscratch);
+
+       // we're done with the temporary data
+       Mem_Free(temp_leafsort);
+
+       // resize the BIH nodes array if it over-allocated
+       if (out->maxnodes > out->numnodes)
+       {
+               out->maxnodes = out->numnodes;
+               out->nodes = Mem_Realloc(loadmodel->mempool, out->nodes, out->numnodes * sizeof(bih_node_t));
+       }
+
+       return out;
+}
+
+static int Mod_Q3BSP_SuperContentsFromNativeContents(dp_model_t *model, int nativecontents)
+{
+       int supercontents = 0;
+       if (nativecontents & CONTENTSQ3_SOLID)
+               supercontents |= SUPERCONTENTS_SOLID;
+       if (nativecontents & CONTENTSQ3_WATER)
+               supercontents |= SUPERCONTENTS_WATER;
+       if (nativecontents & CONTENTSQ3_SLIME)
                supercontents |= SUPERCONTENTS_SLIME;
        if (nativecontents & CONTENTSQ3_LAVA)
                supercontents |= SUPERCONTENTS_LAVA;
@@ -6121,6 +6842,7 @@ void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
        mod->Draw = R_Q1BSP_Draw;
        mod->DrawDepth = R_Q1BSP_DrawDepth;
        mod->DrawDebug = R_Q1BSP_DrawDebug;
+       mod->DrawPrepass = R_Q1BSP_DrawPrepass;
        mod->GetLightInfo = R_Q1BSP_GetLightInfo;
        mod->CompileShadowMap = R_Q1BSP_CompileShadowMap;
        mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
@@ -6193,142 +6915,584 @@ void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
        Mod_Q3BSP_LoadPVS(&header->lumps[Q3LUMP_PVS]);
        loadmodel->brush.numsubmodels = loadmodel->brushq3.num_models;
 
-       // the MakePortals code works fine on the q3bsp data as well
-       Mod_Q1BSP_MakePortals();
+       // the MakePortals code works fine on the q3bsp data as well
+       Mod_Q1BSP_MakePortals();
+
+       // FIXME: shader alpha should replace r_wateralpha support in q3bsp
+       loadmodel->brush.supportwateralpha = true;
+
+       // make a single combined shadow mesh to allow optimized shadow volume creation
+       numshadowmeshtriangles = 0;
+       if (cls.state != ca_dedicated)
+       {
+               for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
+               {
+                       surface->num_firstshadowmeshtriangle = numshadowmeshtriangles;
+                       numshadowmeshtriangles += surface->num_triangles;
+               }
+               loadmodel->brush.shadowmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
+               for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
+                       if (surface->num_triangles > 0)
+                               Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, loadmodel->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+               loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true, false);
+               if (loadmodel->brush.shadowmesh)
+                       Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);
+       }
+
+       loadmodel->brush.num_leafs = 0;
+       Mod_Q3BSP_RecursiveFindNumLeafs(loadmodel->brush.data_nodes);
+
+       if (loadmodel->brush.numsubmodels)
+               loadmodel->brush.submodels = (dp_model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
+
+       mod = loadmodel;
+       for (i = 0;i < loadmodel->brush.numsubmodels;i++)
+       {
+               if (i > 0)
+               {
+                       char name[10];
+                       // duplicate the basic information
+                       dpsnprintf(name, sizeof(name), "*%i", i);
+                       mod = Mod_FindName(name, loadmodel->name);
+                       // copy the base model to this one
+                       *mod = *loadmodel;
+                       // rename the clone back to its proper name
+                       strlcpy(mod->name, name, sizeof(mod->name));
+                       mod->brush.parentmodel = loadmodel;
+                       // textures and memory belong to the main model
+                       mod->texturepool = NULL;
+                       mod->mempool = NULL;
+                       mod->brush.GetPVS = NULL;
+                       mod->brush.FatPVS = NULL;
+                       mod->brush.BoxTouchingPVS = NULL;
+                       mod->brush.BoxTouchingLeafPVS = NULL;
+                       mod->brush.BoxTouchingVisibleLeafs = NULL;
+                       mod->brush.FindBoxClusters = NULL;
+                       mod->brush.LightPoint = NULL;
+                       mod->brush.AmbientSoundLevelsForPoint = NULL;
+               }
+               mod->brush.submodel = i;
+               if (loadmodel->brush.submodels)
+                       loadmodel->brush.submodels[i] = mod;
+
+               // make the model surface list (used by shadowing/lighting)
+               mod->firstmodelsurface = mod->brushq3.data_models[i].firstface;
+               mod->nummodelsurfaces = mod->brushq3.data_models[i].numfaces;
+               mod->firstmodelbrush = mod->brushq3.data_models[i].firstbrush;
+               mod->nummodelbrushes = mod->brushq3.data_models[i].numbrushes;
+               mod->sortedmodelsurfaces = (int *)Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
+               Mod_MakeSortedSurfaces(mod);
+
+               VectorCopy(mod->brushq3.data_models[i].mins, mod->normalmins);
+               VectorCopy(mod->brushq3.data_models[i].maxs, mod->normalmaxs);
+               // enlarge the bounding box to enclose all geometry of this model,
+               // because q3map2 sometimes lies (mostly to affect the lightgrid),
+               // which can in turn mess up the farclip (as well as culling when
+               // outside the level - an unimportant concern)
+
+               //printf("Editing model %d... BEFORE re-bounding: %f %f %f - %f %f %f\n", i, mod->normalmins[0], mod->normalmins[1], mod->normalmins[2], mod->normalmaxs[0], mod->normalmaxs[1], mod->normalmaxs[2]);
+               for (j = 0;j < mod->nummodelsurfaces;j++)
+               {
+                       const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
+                       const float *v = mod->surfmesh.data_vertex3f + 3 * surface->num_firstvertex;
+                       int k;
+                       if (!surface->num_vertices)
+                               continue;
+                       for (k = 0;k < surface->num_vertices;k++, v += 3)
+                       {
+                               mod->normalmins[0] = min(mod->normalmins[0], v[0]);
+                               mod->normalmins[1] = min(mod->normalmins[1], v[1]);
+                               mod->normalmins[2] = min(mod->normalmins[2], v[2]);
+                               mod->normalmaxs[0] = max(mod->normalmaxs[0], v[0]);
+                               mod->normalmaxs[1] = max(mod->normalmaxs[1], v[1]);
+                               mod->normalmaxs[2] = max(mod->normalmaxs[2], v[2]);
+                       }
+               }
+               //printf("Editing model %d... AFTER re-bounding: %f %f %f - %f %f %f\n", i, mod->normalmins[0], mod->normalmins[1], mod->normalmins[2], mod->normalmaxs[0], mod->normalmaxs[1], mod->normalmaxs[2]);
+               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;
+
+               // this gets altered below if sky or water is used
+               mod->DrawSky = NULL;
+               mod->DrawAddWaterPlanes = NULL;
+
+               for (j = 0;j < mod->nummodelsurfaces;j++)
+                       if (mod->data_surfaces[j + mod->firstmodelsurface].texture->basematerialflags & MATERIALFLAG_SKY)
+                               break;
+               if (j < mod->nummodelsurfaces)
+                       mod->DrawSky = R_Q1BSP_DrawSky;
+
+               for (j = 0;j < mod->nummodelsurfaces;j++)
+                       if (mod->data_surfaces[j + mod->firstmodelsurface].texture->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
+                               break;
+               if (j < mod->nummodelsurfaces)
+                       mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
+
+               Mod_MakeCollisionBIH(mod, false, &mod->collision_bih);
+               Mod_MakeCollisionBIH(mod, true, &mod->render_bih);
+
+               // generate VBOs and other shared data before cloning submodels
+               if (i == 0)
+                       Mod_BuildVBOs();
+       }
+
+       Con_DPrintf("Stats for q3bsp model \"%s\": %i faces, %i nodes, %i leafs, %i clusters, %i clusterportals, mesh: %i vertices, %i triangles, %i surfaces\n", loadmodel->name, loadmodel->num_surfaces, loadmodel->brush.num_nodes, loadmodel->brush.num_leafs, mod->brush.num_pvsclusters, loadmodel->brush.num_portals, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->num_surfaces);
+}
+
+void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
+{
+       int i = LittleLong(((int *)buffer)[1]);
+       if (i == Q3BSPVERSION || i == Q3BSPVERSION_IG || i == Q3BSPVERSION_LIVE)
+               Mod_Q3BSP_Load(mod,buffer, bufferend);
+       else if (i == Q2BSPVERSION)
+               Mod_Q2BSP_Load(mod,buffer, bufferend);
+       else
+               Host_Error("Mod_IBSP_Load: unknown/unsupported version %i", i);
+}
+
+void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend)
+{
+       Host_Error("Mod_MAP_Load: not yet implemented");
+}
+
+#define OBJASMODEL
+
+#ifdef OBJASMODEL
+typedef struct objvertex_s
+{
+       int nextindex;
+       int textureindex;
+       float v[3];
+       float vt[2];
+       float vn[3];
+}
+objvertex_t;
+
+void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
+{
+       const char *textbase = (char *)buffer, *text = textbase;
+       char *s;
+       char *argv[512];
+       char line[1024];
+       char materialname[MAX_QPATH];
+       int i, j, numvertices, firstvertex, firsttriangle, elementindex, vertexindex, numsurfaces, surfacevertices, surfacetriangles, surfaceelements;
+       int index1, index2, index3;
+       objvertex_t vfirst, vprev, vcurrent;
+       int argc;
+       int linelen;
+       int numtriangles = 0;
+       int maxtriangles = 0;
+       objvertex_t *vertices = NULL;
+       int linenumber = 0;
+       int maxtextures = 0, numtextures = 0, textureindex = 0;
+       int maxv = 0, numv = 1;
+       int maxvt = 0, numvt = 1;
+       int maxvn = 0, numvn = 1;
+       char *texturenames = NULL;
+       float dist, modelradius, modelyawradius;
+       float *v = NULL;
+       float *vt = NULL;
+       float *vn = NULL;
+       float mins[3];
+       float maxs[3];
+       objvertex_t *thisvertex = NULL;
+       int vertexhashindex;
+       int *vertexhashtable = NULL;
+       objvertex_t *vertexhashdata = NULL;
+       objvertex_t *vdata = NULL;
+       int vertexhashsize = 0;
+       int vertexhashcount = 0;
+       skinfile_t *skinfiles = NULL;
+       unsigned char *data = NULL;
+
+       memset(&vfirst, 0, sizeof(vfirst));
+       memset(&vprev, 0, sizeof(vprev));
+       memset(&vcurrent, 0, sizeof(vcurrent));
+
+       dpsnprintf(materialname, sizeof(materialname), "%s", loadmodel->name);
+
+       loadmodel->modeldatatypestring = "OBJ";
+
+       loadmodel->type = mod_obj;
+       loadmodel->soundfromcenter = true;
+       loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
+       loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
+       loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
+       loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
+       loadmodel->brush.TraceLineOfSight = NULL;
+       loadmodel->brush.SuperContentsFromNativeContents = NULL;
+       loadmodel->brush.NativeContentsFromSuperContents = NULL;
+       loadmodel->brush.GetPVS = NULL;
+       loadmodel->brush.FatPVS = NULL;
+       loadmodel->brush.BoxTouchingPVS = NULL;
+       loadmodel->brush.BoxTouchingLeafPVS = NULL;
+       loadmodel->brush.BoxTouchingVisibleLeafs = NULL;
+       loadmodel->brush.FindBoxClusters = NULL;
+       loadmodel->brush.LightPoint = NULL;
+       loadmodel->brush.FindNonSolidLocation = NULL;
+       loadmodel->brush.AmbientSoundLevelsForPoint = NULL;
+       loadmodel->brush.RoundUpToHullSize = NULL;
+       loadmodel->brush.PointInLeaf = NULL;
+       loadmodel->Draw = R_Q1BSP_Draw;
+       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+       loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
+       loadmodel->GetLightInfo = R_Q1BSP_GetLightInfo;
+       loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+       loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
+       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
+       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
+       loadmodel->DrawLight = R_Q1BSP_DrawLight;
+
+       skinfiles = Mod_LoadSkinFiles();
+       if (loadmodel->numskins < 1)
+               loadmodel->numskins = 1;
+
+       // make skinscenes for the skins (no groups)
+       loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins);
+       for (i = 0;i < loadmodel->numskins;i++)
+       {
+               loadmodel->skinscenes[i].firstframe = i;
+               loadmodel->skinscenes[i].framecount = 1;
+               loadmodel->skinscenes[i].loop = true;
+               loadmodel->skinscenes[i].framerate = 10;
+       }
+
+       VectorClear(mins);
+       VectorClear(maxs);
+
+       // parse the OBJ text now
+       for(;;)
+       {
+               if (!*text)
+                       break;
+               linenumber++;
+               linelen = 0;
+               for (linelen = 0;text[linelen] && text[linelen] != '\r' && text[linelen] != '\n';linelen++)
+                       line[linelen] = text[linelen];
+               line[linelen] = 0;
+               for (argc = 0;argc < 4;argc++)
+                       argv[argc] = "";
+               argc = 0;
+               s = line;
+               while (*s == ' ' || *s == '\t')
+                       s++;
+               while (*s)
+               {
+                       argv[argc++] = s;
+                       while (*s > ' ')
+                               s++;
+                       if (!*s)
+                               break;
+                       *s++ = 0;
+                       while (*s == ' ' || *s == '\t')
+                               s++;
+               }
+               text += linelen;
+               if (*text == '\r')
+                       text++;
+               if (*text == '\n')
+                       text++;
+               if (!argc)
+                       continue;
+               if (argv[0][0] == '#')
+                       continue;
+               if (!strcmp(argv[0], "v"))
+               {
+                       if (maxv <= numv)
+                       {
+                               maxv = max(maxv * 2, 1024);
+                               v = (float *)Mem_Realloc(tempmempool, v, maxv * sizeof(float[3]));
+                       }
+                       v[numv*3+0] = atof(argv[1]);
+                       v[numv*3+2] = atof(argv[2]);
+                       v[numv*3+1] = atof(argv[3]);
+                       numv++;
+               }
+               else if (!strcmp(argv[0], "vt"))
+               {
+                       if (maxvt <= numvt)
+                       {
+                               maxvt = max(maxvt * 2, 1024);
+                               vt = (float *)Mem_Realloc(tempmempool, vt, maxvt * sizeof(float[2]));
+                       }
+                       vt[numvt*2+0] = atof(argv[1]);
+                       vt[numvt*2+1] = 1-atof(argv[2]);
+                       numvt++;
+               }
+               else if (!strcmp(argv[0], "vn"))
+               {
+                       if (maxvn <= numvn)
+                       {
+                               maxvn = max(maxvn * 2, 1024);
+                               vn = (float *)Mem_Realloc(tempmempool, vn, maxvn * sizeof(float[3]));
+                       }
+                       vn[numvn*3+0] = atof(argv[1]);
+                       vn[numvn*3+2] = atof(argv[2]);
+                       vn[numvn*3+1] = atof(argv[3]);
+                       numvn++;
+               }
+               else if (!strcmp(argv[0], "f"))
+               {
+                       if (!numtextures)
+                       {
+                               if (maxtextures <= numtextures)
+                               {
+                                       maxtextures = max(maxtextures * 2, 256);
+                                       texturenames = (char *)Mem_Realloc(loadmodel->mempool, texturenames, maxtextures * MAX_QPATH);
+                               }
+                               textureindex = numtextures++;
+                               strlcpy(texturenames + textureindex*MAX_QPATH, loadmodel->name, MAX_QPATH);
+                       }
+                       for (j = 1;j < argc;j++)
+                       {
+                               index1 = atoi(argv[j]);
+                               while(argv[j][0] && argv[j][0] != '/')
+                                       argv[j]++;
+                               if (argv[j][0])
+                                       argv[j]++;
+                               index2 = atoi(argv[j]);
+                               while(argv[j][0] && argv[j][0] != '/')
+                                       argv[j]++;
+                               if (argv[j][0])
+                                       argv[j]++;
+                               index3 = atoi(argv[j]);
+                               // negative refers to a recent vertex
+                               // zero means not specified
+                               // positive means an absolute vertex index
+                               if (index1 < 0)
+                                       index1 = numv - index1;
+                               if (index2 < 0)
+                                       index2 = numvt - index2;
+                               if (index3 < 0)
+                                       index3 = numvn - index3;
+                               vcurrent.nextindex = -1;
+                               vcurrent.textureindex = textureindex;
+                               VectorCopy(v + 3*index1, vcurrent.v);
+                               Vector2Copy(vt + 2*index2, vcurrent.vt);
+                               VectorCopy(vn + 3*index3, vcurrent.vn);
+                               if (numtriangles == 0)
+                               {
+                                       VectorCopy(vcurrent.v, mins);
+                                       VectorCopy(vcurrent.v, maxs);
+                               }
+                               else
+                               {
+                                       mins[0] = min(mins[0], vcurrent.v[0]);
+                                       mins[1] = min(mins[1], vcurrent.v[1]);
+                                       mins[2] = min(mins[2], vcurrent.v[2]);
+                                       maxs[0] = max(maxs[0], vcurrent.v[0]);
+                                       maxs[1] = max(maxs[1], vcurrent.v[1]);
+                                       maxs[2] = max(maxs[2], vcurrent.v[2]);
+                               }
+                               if (j == 1)
+                                       vfirst = vcurrent;
+                               else if (j >= 3)
+                               {
+                                       if (maxtriangles <= numtriangles)
+                                       {
+                                               maxtriangles = max(maxtriangles * 2, 32768);
+                                               vertices = (objvertex_t*)Mem_Realloc(loadmodel->mempool, vertices, maxtriangles * sizeof(objvertex_t[3]));
+                                       }
+                                       vertices[numtriangles*3+0] = vfirst;
+                                       vertices[numtriangles*3+1] = vprev;
+                                       vertices[numtriangles*3+2] = vcurrent;
+                                       numtriangles++;
+                               }
+                               vprev = vcurrent;
+                       }
+               }
+               else if (!strcmp(argv[0], "o") || !strcmp(argv[0], "g"))
+                       ;
+               else if (!strcmp(argv[0], "usemtl"))
+               {
+                       for (i = 0;i < numtextures;i++)
+                               if (!strcmp(texturenames+i*MAX_QPATH, argv[1]))
+                                       break;
+                       if (i < numtextures)
+                               textureindex = i;
+                       else
+                       {
+                               if (maxtextures <= numtextures)
+                               {
+                                       maxtextures = max(maxtextures * 2, 256);
+                                       texturenames = (char *)Mem_Realloc(loadmodel->mempool, texturenames, maxtextures * MAX_QPATH);
+                               }
+                               textureindex = numtextures++;
+                               strlcpy(texturenames + textureindex*MAX_QPATH, argv[1], MAX_QPATH);
+                       }
+               }
+       }
+
+       // now that we have the OBJ data loaded as-is, we can convert it
 
-       // FIXME: shader alpha should replace r_wateralpha support in q3bsp
-       loadmodel->brush.supportwateralpha = true;
+       // copy the model bounds, then enlarge the yaw and rotated bounds according to radius
+       VectorCopy(mins, loadmodel->normalmins);
+       VectorCopy(maxs, loadmodel->normalmaxs);
+       dist = max(fabs(loadmodel->normalmins[0]), fabs(loadmodel->normalmaxs[0]));
+       modelyawradius = max(fabs(loadmodel->normalmins[1]), fabs(loadmodel->normalmaxs[1]));
+       modelyawradius = dist*dist+modelyawradius*modelyawradius;
+       modelradius = max(fabs(loadmodel->normalmins[2]), fabs(loadmodel->normalmaxs[2]));
+       modelradius = modelyawradius + modelradius * modelradius;
+       modelyawradius = sqrt(modelyawradius);
+       modelradius = sqrt(modelradius);
+       loadmodel->yawmins[0] = loadmodel->yawmins[1] = -modelyawradius;
+       loadmodel->yawmins[2] = loadmodel->normalmins[2];
+       loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] =  modelyawradius;
+       loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
+       loadmodel->rotatedmins[0] = loadmodel->rotatedmins[1] = loadmodel->rotatedmins[2] = -modelradius;
+       loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] =  modelradius;
+       loadmodel->radius = modelradius;
+       loadmodel->radius2 = modelradius * modelradius;
+
+       // allocate storage for triangles
+       loadmodel->num_surfaces = loadmodel->nummodelsurfaces = numsurfaces = numtextures;
+       loadmodel->surfmesh.data_element3i = Mem_Alloc(loadmodel->mempool, numtriangles * sizeof(int[3]));
+       loadmodel->data_surfaces = (msurface_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t));
+       // allocate vertex hash structures to build an optimal vertex subset
+       vertexhashsize = numtriangles*2;
+       vertexhashtable = Mem_Alloc(loadmodel->mempool, sizeof(int) * vertexhashsize);
+       memset(vertexhashtable, 0xFF, sizeof(int) * vertexhashsize);
+       vertexhashdata = Mem_Alloc(loadmodel->mempool, sizeof(*vertexhashdata) * numtriangles*3);
+       vertexhashcount = 0;
+
+       // gather surface stats for assigning vertex/triangle ranges
+       firstvertex = 0;
+       firsttriangle = 0;
+       elementindex = 0;
+       for (textureindex = 0;textureindex < numtextures;textureindex++)
+       {
+               msurface_t *surface = loadmodel->data_surfaces + textureindex;
+               // copy the mins/maxs of the model backwards so that the first vertex
+               // added will set the surface bounds to a point
+               VectorCopy(loadmodel->normalmaxs, surface->mins);
+               VectorCopy(loadmodel->normalmins, surface->maxs);
+               surfacevertices = 0;
+               surfaceelements = 0;
+               for (vertexindex = 0;vertexindex < numtriangles*3;vertexindex++)
+               {
+                       thisvertex = vertices + vertexindex;
+                       if (thisvertex->textureindex != textureindex)
+                               continue;
+                       surface->mins[0] = min(surface->mins[0], thisvertex->v[0]);
+                       surface->mins[1] = min(surface->mins[1], thisvertex->v[1]);
+                       surface->mins[2] = min(surface->mins[2], thisvertex->v[2]);
+                       surface->maxs[0] = max(surface->maxs[0], thisvertex->v[0]);
+                       surface->maxs[1] = max(surface->maxs[1], thisvertex->v[1]);
+                       surface->maxs[2] = max(surface->maxs[2], thisvertex->v[2]);
+                       vertexhashindex = (unsigned int)(thisvertex->v[0] * 3571 + thisvertex->v[0] * 1777 + thisvertex->v[0] * 457) % (unsigned int)vertexhashsize;
+                       for (i = vertexhashtable[vertexhashindex];i >= 0;i = vertexhashdata[i].nextindex)
+                       {
+                               vdata = vertexhashdata + i;
+                               if (vdata->textureindex == thisvertex->textureindex && VectorCompare(thisvertex->v, vdata->v) && VectorCompare(thisvertex->vn, vdata->vn) && Vector2Compare(thisvertex->vt, vdata->vt))
+                                       break;
+                       }
+                       if (i < 0)
+                       {
+                               i = vertexhashcount++;
+                               vdata = vertexhashdata + i;
+                               *vdata = *thisvertex;
+                               vdata->nextindex = vertexhashtable[vertexhashindex];
+                               vertexhashtable[vertexhashindex] = i;
+                               surfacevertices++;
+                       }
+                       loadmodel->surfmesh.data_element3i[elementindex++] = i;
+                       surfaceelements++;
+               }
+               surfacetriangles = surfaceelements / 3;
+               surface->num_vertices = surfacevertices;
+               surface->num_triangles = surfacetriangles;
+               surface->num_firstvertex = firstvertex;
+               surface->num_firsttriangle = firsttriangle;
+               firstvertex += surface->num_vertices;
+               firsttriangle += surface->num_triangles;
+       }
+       numvertices = firstvertex;
+
+       // allocate storage for final mesh data
+       loadmodel->num_textures = numtextures * loadmodel->numskins;
+       loadmodel->num_texturesperskin = numtextures;
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, numsurfaces * sizeof(int) + numsurfaces * loadmodel->numskins * sizeof(texture_t) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0) + numvertices * sizeof(float[14]));
+       loadmodel->sortedmodelsurfaces = (int *)data;data += numsurfaces * sizeof(int);
+       loadmodel->data_textures = (texture_t *)data;data += numsurfaces * loadmodel->numskins * sizeof(texture_t);
+       loadmodel->surfmesh.num_vertices = numvertices;
+       loadmodel->surfmesh.num_triangles = numtriangles;
+       loadmodel->surfmesh.data_neighbor3i = (int *)data;data += numtriangles * sizeof(int[3]);
+       loadmodel->surfmesh.data_vertex3f = (float *)data;data += numvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_svector3f = (float *)data;data += numvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_tvector3f = (float *)data;data += numvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_normal3f = (float *)data;data += numvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += numvertices * sizeof(float[2]);
+       if (loadmodel->surfmesh.num_vertices <= 65536)
+               loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]);
 
-       // make a single combined shadow mesh to allow optimized shadow volume creation
-       numshadowmeshtriangles = 0;
-       if (cls.state != ca_dedicated)
+       for (j = 0;j < loadmodel->surfmesh.num_vertices;j++)
        {
-               for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
-               {
-                       surface->num_firstshadowmeshtriangle = numshadowmeshtriangles;
-                       numshadowmeshtriangles += surface->num_triangles;
-               }
-               loadmodel->brush.shadowmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
-               for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
-                       if (surface->num_triangles > 0)
-                               Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, loadmodel->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
-               loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true, false);
-               Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);
+               VectorCopy(vertexhashdata[j].v, loadmodel->surfmesh.data_vertex3f + 3*j);
+               VectorCopy(vertexhashdata[j].vn, loadmodel->surfmesh.data_normal3f + 3*j);
+               Vector2Copy(vertexhashdata[j].vt, loadmodel->surfmesh.data_texcoordtexture2f + 2*j);
        }
 
-       loadmodel->brush.num_leafs = 0;
-       Mod_Q3BSP_RecursiveFindNumLeafs(loadmodel->brush.data_nodes);
+       // load the textures
+       for (textureindex = 0;textureindex < numtextures;textureindex++)
+               Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + textureindex, skinfiles, texturenames + textureindex*MAX_QPATH, texturenames + textureindex*MAX_QPATH);
+       Mod_FreeSkinFiles(skinfiles);
 
-       mod = loadmodel;
-       for (i = 0;i < loadmodel->brush.numsubmodels;i++)
+       // set the surface textures
+       for (textureindex = 0;textureindex < numtextures;textureindex++)
        {
-               if (i > 0)
-               {
-                       char name[10];
-                       // duplicate the basic information
-                       dpsnprintf(name, sizeof(name), "*%i", i);
-                       mod = Mod_FindName(name, loadmodel->name);
-                       // copy the base model to this one
-                       *mod = *loadmodel;
-                       // rename the clone back to its proper name
-                       strlcpy(mod->name, name, sizeof(mod->name));
-                       mod->brush.parentmodel = loadmodel;
-                       // textures and memory belong to the main model
-                       mod->texturepool = NULL;
-                       mod->mempool = NULL;
-                       mod->brush.GetPVS = NULL;
-                       mod->brush.FatPVS = NULL;
-                       mod->brush.BoxTouchingPVS = NULL;
-                       mod->brush.BoxTouchingLeafPVS = NULL;
-                       mod->brush.BoxTouchingVisibleLeafs = NULL;
-                       mod->brush.FindBoxClusters = NULL;
-                       mod->brush.LightPoint = NULL;
-                       mod->brush.AmbientSoundLevelsForPoint = NULL;
-               }
-               mod->brush.submodel = i;
+               msurface_t *surface = loadmodel->data_surfaces + textureindex;
+               surface->texture = loadmodel->data_textures + textureindex;
+       }
 
-               // make the model surface list (used by shadowing/lighting)
-               mod->firstmodelsurface = mod->brushq3.data_models[i].firstface;
-               mod->nummodelsurfaces = mod->brushq3.data_models[i].numfaces;
-               mod->firstmodelbrush = mod->brushq3.data_models[i].firstbrush;
-               mod->nummodelbrushes = mod->brushq3.data_models[i].numbrushes;
-               mod->sortedmodelsurfaces = (int *)Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
-               Mod_MakeSortedSurfaces(mod);
+       // free data
+       Mem_Free(vertices);
+       Mem_Free(texturenames);
+       Mem_Free(v);
+       Mem_Free(vt);
+       Mem_Free(vn);
+       Mem_Free(vertexhashtable);
+       Mem_Free(vertexhashdata);
+
+       // compute all the mesh information that was not loaded from the file
+       Mod_MakeSortedSurfaces(loadmodel);
+       if (loadmodel->surfmesh.data_element3s)
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+       Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
+       // generate normals if the file did not have them
+       if (!VectorLength2(loadmodel->surfmesh.data_normal3f))
+               Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, true);
+       Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
+       Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+
+       Mod_MakeCollisionBIH(loadmodel, true, &mod->collision_bih);
+       mod->render_bih = mod->collision_bih;
+}
 
-               VectorCopy(mod->brushq3.data_models[i].mins, mod->normalmins);
-               VectorCopy(mod->brushq3.data_models[i].maxs, mod->normalmaxs);
-               // enlarge the bounding box to enclose all geometry of this model,
-               // because q3map2 sometimes lies (mostly to affect the lightgrid),
-               // which can in turn mess up the farclip (as well as culling when
-               // outside the level - an unimportant concern)
 
-               //printf("Editing model %d... BEFORE re-bounding: %f %f %f - %f %f %f\n", i, mod->normalmins[0], mod->normalmins[1], mod->normalmins[2], mod->normalmaxs[0], mod->normalmaxs[1], mod->normalmaxs[2]);
-               for (j = 0;j < mod->nummodelsurfaces;j++)
-               {
-                       const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
-                       const float *v = mod->surfmesh.data_vertex3f + 3 * surface->num_firstvertex;
-                       int k;
-                       if (!surface->num_vertices)
-                               continue;
-                       for (k = 0;k < surface->num_vertices;k++, v += 3)
-                       {
-                               mod->normalmins[0] = min(mod->normalmins[0], v[0]);
-                               mod->normalmins[1] = min(mod->normalmins[1], v[1]);
-                               mod->normalmins[2] = min(mod->normalmins[2], v[2]);
-                               mod->normalmaxs[0] = max(mod->normalmaxs[0], v[0]);
-                               mod->normalmaxs[1] = max(mod->normalmaxs[1], v[1]);
-                               mod->normalmaxs[2] = max(mod->normalmaxs[2], v[2]);
-                       }
-               }
-               //printf("Editing model %d... AFTER re-bounding: %f %f %f - %f %f %f\n", i, mod->normalmins[0], mod->normalmins[1], mod->normalmins[2], mod->normalmaxs[0], mod->normalmaxs[1], mod->normalmaxs[2]);
-               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;
 
-               // this gets altered below if sky or water is used
-               mod->DrawSky = NULL;
-               mod->DrawAddWaterPlanes = NULL;
 
-               for (j = 0;j < mod->nummodelsurfaces;j++)
-                       if (mod->data_surfaces[j + mod->firstmodelsurface].texture->basematerialflags & MATERIALFLAG_SKY)
-                               break;
-               if (j < mod->nummodelsurfaces)
-                       mod->DrawSky = R_Q1BSP_DrawSky;
 
-               for (j = 0;j < mod->nummodelsurfaces;j++)
-                       if (mod->data_surfaces[j + mod->firstmodelsurface].texture->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
-                               break;
-               if (j < mod->nummodelsurfaces)
-                       mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
-       }
-}
 
-void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
-{
-       int i = LittleLong(((int *)buffer)[1]);
-       if (i == Q3BSPVERSION || i == Q3BSPVERSION_IG || i == Q3BSPVERSION_LIVE)
-               Mod_Q3BSP_Load(mod,buffer, bufferend);
-       else if (i == Q2BSPVERSION)
-               Mod_Q2BSP_Load(mod,buffer, bufferend);
-       else
-               Host_Error("Mod_IBSP_Load: unknown/unsupported version %i", i);
-}
 
-void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend)
-{
-       Host_Error("Mod_MAP_Load: not yet implemented");
-}
 
+
+
+#else // OBJASMODEL
+
+#ifdef OBJWORKS
 typedef struct objvertex_s
 {
        float v[3];
@@ -6341,12 +7505,405 @@ typedef struct objtriangle_s
 {
        objvertex_t vertex[3];
        int textureindex;
+       // these fields are used only in conversion to surfaces
+       int axis;
+       int surfaceindex;
+       int surfacevertexindex[3];
+       float edgeplane[3][4];
 }
 objtriangle_t;
 
+typedef objnode_s
+{
+       struct objnode_s *children[2];
+       struct objnode_s *parent;
+       objtriangle_t *triangles;
+       float normal[3];
+       float dist;
+       float mins[3];
+       float maxs[3];
+       int numtriangles;
+}
+objnode_t;
+
+objnode_t *Mod_OBJ_BSPNodeForTriangles(objnode_t *parent, objtriangle_t *triangles, int numtriangles, const float *mins, const float *maxs, mem_expandablearray_t *nodesarray, int maxclippedtriangles, objtriangle_t *clippedfronttriangles, objtriangle_t *clippedbacktriangles)
+{
+       int i, j;
+       float normal[3];
+       float dist;
+       int score;
+       float bestnormal[3];
+       float bestdist;
+       int bestscore;
+       float mins[3];
+       float maxs[3];
+       int numfronttriangles;
+       int numbacktriangles;
+       int count_front;
+       int count_back;
+       int count_both;
+       int count_on;
+       float outfrontpoints[5][3];
+       float outbackpoints[5][3];
+       int neededfrontpoints;
+       int neededbackpoints;
+       int countonpoints;
+       objnode_t *node;
+
+       node = (objnode_t *)Mem_ExpandableArray_AllocRecord(array);
+       node->parent = parent;
+       if (numtriangles)
+       {
+               VectorCopy(triangles[0].vertex[0].v, mins);
+               VectorCopy(triangles[0].vertex[0].v, maxs);
+       }
+       else if (parent && parent->children[0] == node)
+       {
+               VectorCopy(parent->mins, mins);
+               Vectorcopy(parent->maxs, maxs);
+       }
+       else if (parent && parent->children[1] == node)
+       {
+               VectorCopy(parent->mins, mins);
+               Vectorcopy(parent->maxs, maxs);
+       }
+       else
+       {
+               VectorClear(mins);
+               VectorClear(maxs);
+       }
+       for (i = 0;i < numtriangles;i++)
+       {
+               for (j = 0;j < 3;j++)
+               {
+                       mins[0] = min(mins[0], triangles[i].vertex[j].v[0]);
+                       mins[1] = min(mins[1], triangles[i].vertex[j].v[1]);
+                       mins[2] = min(mins[2], triangles[i].vertex[j].v[2]);
+                       maxs[0] = max(maxs[0], triangles[i].vertex[j].v[0]);
+                       maxs[1] = max(maxs[1], triangles[i].vertex[j].v[1]);
+                       maxs[2] = max(maxs[2], triangles[i].vertex[j].v[2]);
+               }
+       }
+       VectorCopy(mins, node->mins);
+       VectorCopy(maxs, node->maxs);
+       if (numtriangles <= mod_obj_leaftriangles.integer)
+       {
+               // create a leaf
+               loadmodel->brush.num_leafs++;
+               node->triangles = triangles;
+               node->numtriangles = numtriangles;
+               return node;
+       }
+
+       // create a node
+       loadmodel->brush.num_nodes++;
+       // pick a splitting plane from the various choices available to us...
+       // early splits simply halve the interval
+       bestscore = 0;
+       VectorClear(bestnormal);
+       bestdist = 0;
+       if (numtriangles <= mod_obj_splitterlimit.integer)
+               limit = numtriangles;
+       else
+               limit = 0;
+       for (i = -3;i < limit;i++)
+       {
+               if (i < 0)
+               {
+                       // first we try 3 axial splits (kdtree-like)
+                       j = i + 3;
+                       VectorClear(normal);
+                       normal[j] = 1;
+                       dist = (mins[j] + maxs[j]) * 0.5f;
+               }
+               else
+               {
+                       // then we try each triangle plane
+                       TriangleNormal(triangles[i].vertex[0].v, triangles[i].vertex[1].v, triangles[i].vertex[2].v, normal);
+                       VectorNormalize(normal);
+                       dist = DotProduct(normal, triangles[i].vertex[0].v);
+                       // use positive axial values whenever possible
+                       if (normal[0] == -1)
+                               normal[0] = 1;
+                       if (normal[1] == -1)
+                               normal[1] = 1;
+                       if (normal[2] == -1)
+                               normal[2] = 1;
+                       // skip planes that match the current best
+                       if (VectorCompare(normal, bestnormal) && dist == bestdist)
+                               continue;
+               }
+               count_on = 0;
+               count_front = 0;
+               count_back = 0;
+               count_both = 0;
+               for (j = 0;j < numtriangles;j++)
+               {
+                       dists[0] = DotProduct(normal, triangles[j].vertex[0].v) - dist;
+                       dists[1] = DotProduct(normal, triangles[j].vertex[1].v) - dist;
+                       dists[2] = DotProduct(normal, triangles[j].vertex[2].v) - dist;
+                       if (dists[0] < -DIST_EPSILON || dists[1] < -DIST_EPSILON || dists[2] < -DIST_EPSILON)
+                       {
+                               if (dists[0] > DIST_EPSILON || dists[1] > DIST_EPSILON || dists[2] > DIST_EPSILON)
+                                       count_both++;
+                               else
+                                       count_back++;
+                       }
+                       else if (dists[0] > DIST_EPSILON || dists[1] > DIST_EPSILON || dists[2] > DIST_EPSILON)
+                               count_front++;
+                       else
+                               count_on++;
+               }
+               // score is supposed to:
+               // prefer axial splits
+               // prefer evenly dividing the input triangles
+               // prefer triangles on the plane
+               // avoid triangles crossing the plane
+               score = count_on*count_on - count_both*count_both + min(count_front, count_back)*(count_front+count_back);
+               if (normal[0] == 1 || normal[1] == 1 || normal[2] == 1)
+                       score *= 2;
+               if (i == -3 || bestscore < score)
+               {
+                       VectorCopy(normal, bestnormal);
+                       bestdist = dist;
+                       bestscore = score;
+               }
+       }
+
+       // now we have chosen an optimal split plane...
+
+       // divide triangles by the splitting plane
+       numfronttriangles = 0;
+       numbacktriangles = 0;
+       for (i = 0;i < numtriangles;i++)
+       {
+               neededfrontpoints = 0;
+               neededbackpoints = 0;
+               countonpoints = 0;
+               PolygonF_Divide(3, triangles[i].vertex[0].v, bestnormal[0], bestnormal[1], bestnormal[2], bestdist, DIST_EPSILON, 5, outfrontpoints[0], &neededfrontpoints, 5, outbackpoints[0], &neededbackpoints, &countonpoints);
+               if (countonpoints > 1)
+               {
+                       // triangle lies on plane, assign it to one child only
+                       TriangleNormal(triangles[i].vertex[0].v, triangles[i].vertex[1].v, triangles[i].vertex[2].v, normal);
+                       if (DotProduct(bestnormal, normal) >= 0)
+                       {
+                               // assign to front side child
+                               obj_fronttriangles[numfronttriangles++] = triangles[i];
+                       }
+                       else
+                       {
+                               // assign to back side child
+                               obj_backtriangles[numbacktriangles++] = triangles[i];
+                       }
+               }
+               else
+               {
+                       // convert clipped polygons to triangles
+                       for (j = 0;j < neededfrontpoints-2;j++)
+                       {
+                               obj_fronttriangles[numfronttriangles] = triangles[i];
+                               VectorCopy(outfrontpoints[0], obj_fronttriangles[numfronttriangles].vertex[0].v);
+                               VectorCopy(outfrontpoints[j+1], obj_fronttriangles[numfronttriangles].vertex[1].v);
+                               VectorCopy(outfrontpoints[j+2], obj_fronttriangles[numfronttriangles].vertex[2].v);
+                               numfronttriangles++;
+                       }
+                       for (j = 0;j < neededbackpoints-2;j++)
+                       {
+                               obj_backtriangles[numbacktriangles] = triangles[i];
+                               VectorCopy(outbackpoints[0], obj_backtriangles[numbacktriangles].vertex[0].v);
+                               VectorCopy(outbackpoints[j+1], obj_backtriangles[numbacktriangles].vertex[1].v);
+                               VectorCopy(outbackpoints[j+2], obj_backtriangles[numbacktriangles].vertex[2].v);
+                               numbacktriangles++;
+                       }
+               }
+       }
+
+       // now copy the triangles out of the big buffer
+       if (numfronttriangles)
+       {
+               fronttriangles = Mem_Alloc(loadmodel->mempool, fronttriangles * sizeof(*fronttriangles));
+               memcpy(fronttriangles, obj_fronttriangles, numfronttriangles * sizeof(*fronttriangles));
+       }
+       else
+               fronttriangles = NULL;
+       if (numbacktriangles)
+       {
+               backtriangles = Mem_Alloc(loadmodel->mempool, backtriangles * sizeof(*backtriangles));
+               memcpy(backtriangles, obj_backtriangles, numbacktriangles * sizeof(*backtriangles));
+       }
+       else
+               backtriangles = NULL;
+
+       // free the original triangles we were given
+       if (triangles)
+               Mem_Free(triangles);
+       triangles = NULL;
+       numtriangles = 0;
+
+       // now create the children...
+       node->children[0] = Mod_OBJ_BSPNodeForTriangles(node, fronttriangles, numfronttriangles, frontmins, frontmaxs, nodesarray, maxclippedtriangles, clippedfronttriangles, clippedbacktriangles);
+       node->children[1] = Mod_OBJ_BSPNodeForTriangles(node, backtriangles, numbacktriangles, backmins, backmaxs, nodesarray, maxclippedtriangles, clippedfronttriangles, clippedbacktriangles);
+       return node;
+}
+
+void Mod_OBJ_SnapVertex(float *v)
+{
+       int i;
+       float a = mod_obj_vertexprecision.value;
+       float b = 1.0f / a;
+       v[0] -= floor(v[0] * a + 0.5f) * b;
+       v[1] -= floor(v[1] * a + 0.5f) * b;
+       v[2] -= floor(v[2] * a + 0.5f) * b;
+}
+
+void Mod_OBJ_ConvertBSPNode(objnode_t *objnode, mnode_t *mnodeparent)
+{
+       if (objnode->children[0])
+       {
+               // convert to mnode_t
+               mnode_t *mnode = loadmodel->brush.data_nodes + loadmodel->brush.num_nodes++;
+               mnode->parent = mnodeparent;
+               mnode->plane = loadmodel->brush.data_planes + loadmodel->brush.num_planes++;
+               VectorCopy(objnode->normal, mnode->plane->normal);
+               mnode->plane->dist = objnode->dist;
+               PlaneClassify(mnode->plane);
+               VectorCopy(objnode->mins, mnode->mins);
+               VectorCopy(objnode->maxs, mnode->maxs);
+               // push combinedsupercontents up to the parent
+               if (mnodeparent)
+                       mnodeparent->combinedsupercontents |= mnode->combinedsupercontents;
+               mnode->children[0] = Mod_OBJ_ConvertBSPNode(objnode->children[0], mnode);
+               mnode->children[1] = Mod_OBJ_ConvertBSPNode(objnode->children[1], mnode);
+       }
+       else
+       {
+               // convert to mleaf_t
+               mleaf_t *mleaf = loadmodel->brush.data_leafs + loadmodel->brush.num_leafs++;
+               mleaf->parent = mnodeparent;
+               VectorCopy(objnode->mins, mleaf->mins);
+               VectorCopy(objnode->maxs, mleaf->maxs);
+               mleaf->clusterindex = loadmodel->brush.num_leafs - 1;
+               if (objnode->numtriangles)
+               {
+                       objtriangle_t *triangles = objnode->triangles;
+                       int numtriangles = objnode->numtriangles;
+                       texture_t *texture;
+                       float edge[3][3];
+                       float normal[3];
+                       objvertex_t vertex[3];
+                       numsurfaces = 0;
+                       maxsurfaces = numtriangles;
+                       surfaces = NULL;
+                       // calculate some more data on each triangle for surface gathering
+                       for (i = 0;i < numtriangles;i++)
+                       {
+                               triangle = triangles + i;
+                               texture = loadmodel->data_textures + triangle->textureindex;
+                               Mod_OBJ_SnapVertex(triangle->vertex[0].v);
+                               Mod_OBJ_SnapVertex(triangle->vertex[1].v);
+                               Mod_OBJ_SnapVertex(triangle->vertex[2].v);
+                               TriangleNormal(triangle->vertex[0].v, triangle->vertex[1].v, triangle->vertex[2].v, normal);
+                               axis = 0;
+                               if (fabs(normal[axis]) < fabs(normal[1]))
+                                       axis = 1;
+                               if (fabs(normal[axis]) < fabs(normal[2]))
+                                       axis = 2;
+                               VectorClear(normal);
+                               normal[axis] = 1;
+                               triangle->axis = axis;
+                               VectorSubtract(triangle->vertex[1].v, triangle->vertex[0].v, edge[0]);
+                               VectorSubtract(triangle->vertex[2].v, triangle->vertex[1].v, edge[1]);
+                               VectorSubtract(triangle->vertex[0].v, triangle->vertex[2].v, edge[2]);
+                               CrossProduct(edge[0], normal, triangle->edgeplane[0]);
+                               CrossProduct(edge[1], normal, triangle->edgeplane[1]);
+                               CrossProduct(edge[2], normal, triangle->edgeplane[2]);
+                               VectorNormalize(triangle->edgeplane[0]);
+                               VectorNormalize(triangle->edgeplane[1]);
+                               VectorNormalize(triangle->edgeplane[2]);
+                               triangle->edgeplane[0][3] = DotProduct(triangle->edgeplane[0], triangle->vertex[0].v);
+                               triangle->edgeplane[1][3] = DotProduct(triangle->edgeplane[1], triangle->vertex[1].v);
+                               triangle->edgeplane[2][3] = DotProduct(triangle->edgeplane[2], triangle->vertex[2].v);
+                               triangle->surfaceindex = 0;
+                               // add to the combined supercontents while we're here...
+                               mleaf->combinedsupercontents |= texture->supercontents;
+                       }
+                       surfaceindex = 1;
+                       for (i = 0;i < numtriangles;i++)
+                       {
+                               // skip already-assigned triangles
+                               if (triangles[i].surfaceindex)
+                                       continue;
+                               texture = loadmodel->data_textures + triangles[i].textureindex;
+                               // assign a new surface to this triangle
+                               triangles[i].surfaceindex = surfaceindex++;
+                               axis = triangles[i].axis;
+                               numvertices = 3;
+                               // find the triangle's neighbors, this can take multiple passes
+                               retry = true;
+                               while (retry)
+                               {
+                                       retry = false;
+                                       for (j = i+1;j < numtriangles;j++)
+                                       {
+                                               if (triangles[j].surfaceindex || triangles[j].axis != axis || triangles[j].texture != texture)
+                                                       continue;
+                                               triangle = triangles + j;
+                                               for (k = i;k < j;k++)
+                                               {
+                                                       if (triangles[k].surfaceindex != surfaceindex)
+                                                               continue;
+                                                       if (VectorCompare(triangles[k].vertex[0].v, triangles[j].vertex[0].v)
+                                                        || VectorCompare(triangles[k].vertex[0].v, triangles[j].vertex[1].v)
+                                                        || VectorCompare(triangles[k].vertex[0].v, triangles[j].vertex[2].v)
+                                                        || VectorCompare(triangles[k].vertex[1].v, triangles[j].vertex[0].v)
+                                                        || VectorCompare(triangles[k].vertex[1].v, triangles[j].vertex[1].v)
+                                                        || VectorCompare(triangles[k].vertex[1].v, triangles[j].vertex[2].v)
+                                                        || VectorCompare(triangles[k].vertex[2].v, triangles[j].vertex[0].v)
+                                                        || VectorCompare(triangles[k].vertex[2].v, triangles[j].vertex[1].v)
+                                                        || VectorCompare(triangles[k].vertex[2].v, triangles[j].vertex[2].v))
+                                                       {
+                                                               // shares a vertex position
+                                                               --- FIXME ---
+                                                       }
+                                               }
+                                               for (k = 0;k < numvertices;k++)
+                                                       if (!VectorCompare(vertex[k].v, triangles[j].vertex[0].v) || !VectorCompare(vertex[k].v, triangles[j].vertex[1].v) || !VectorCompare(vertex[k].v, triangles[j].vertex[2].v))
+                                                               break;
+                                               if (k == numvertices)
+                                                       break; // not a neighbor
+                                               // this triangle is a neighbor and has the same axis and texture
+                                               // check now if it overlaps in lightmap projection space
+                                               triangles[j].surfaceindex;
+                                               if (triangles[j].
+                                       }
+                               }
+                               //triangles[i].surfaceindex = surfaceindex++;
+                               for (surfaceindex = 0;surfaceindex < numsurfaces;surfaceindex++)
+                               {
+                                       if (surfaces[surfaceindex].texture != texture)
+                                               continue;
+                                       // check if any triangles already in this surface overlap in lightmap projection space
+                                       
+                                       {
+                                       }
+                                       break;
+                               }
+                       }
+                       // let the collision code simply use the surfaces
+                       mleaf->containscollisionsurfaces = mleaf->combinedsupercontents != 0;
+                       mleaf->numleafsurfaces = ?;
+                       mleaf->firstleafsurface = ?;
+               }
+               // push combinedsupercontents up to the parent
+               if (mnodeparent)
+                       mnodeparent->combinedsupercontents |= mleaf->combinedsupercontents;
+       }
+}
+#endif
+
 void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
 {
-#if 0
+#ifdef OBJWORKS
        const char *textbase = (char *)buffer, *text = textbase;
        char *s;
        char *argv[512];
@@ -6368,6 +7925,8 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        float *vt = Mem_Alloc(tempmempool, maxvt * sizeof(float[2]));
        float *vn = Mem_Alloc(tempmempool, maxvn * sizeof(float[3]));
        objvertex_t vfirst, vprev, vcurrent;
+       float mins[3];
+       float maxs[3];
 #if 0
        int hashindex;
        int maxverthash = 65536, numverthash = 0;
@@ -6410,6 +7969,7 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->Draw = R_Q1BSP_Draw;
        loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
        loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+       loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
        loadmodel->GetLightInfo = R_Q1BSP_GetLightInfo;
        loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
        loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
@@ -6417,6 +7977,9 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        loadmodel->DrawLight = R_Q1BSP_DrawLight;
 
+       VectorClear(mins);
+       VectorClear(maxs);
+
        // parse the OBJ text now
        for(;;)
        {
@@ -6528,6 +8091,20 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
                                VectorCopy(v + 3*index1, vcurrent.v);
                                Vector2Copy(vt + 2*index2, vcurrent.vt);
                                VectorCopy(vn + 3*index3, vcurrent.vn);
+                               if (numtriangles == 0)
+                               {
+                                       VectorCopy(vcurrent.v, mins);
+                                       VectorCopy(vcurrent.v, maxs);
+                               }
+                               else
+                               {
+                                       mins[0] = min(mins[0], vcurrent.v[0]);
+                                       mins[1] = min(mins[1], vcurrent.v[1]);
+                                       mins[2] = min(mins[2], vcurrent.v[2]);
+                                       maxs[0] = max(maxs[0], vcurrent.v[0]);
+                                       maxs[1] = max(maxs[1], vcurrent.v[1]);
+                                       maxs[2] = max(maxs[2], vcurrent.v[2]);
+                               }
                                if (j == 1)
                                        vfirst = vcurrent;
                                else if (j >= 3)
@@ -6536,10 +8113,10 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
                                        {
                                                objtriangle_t *oldtriangles = triangles;
                                                maxtriangles *= 2;
-                                               triangles = Mem_Alloc(tempmempool, numtriangles * sizeof(*triangles));
+                                               triangles = Mem_Alloc(tempmempool, maxtriangles * sizeof(*triangles));
                                                if (oldtriangles)
                                                {
-                                                       memcpy(triangles, oldtriangles, numtriangles * sizeof(*triangles));
+                                                       memcpy(triangles, oldtriangles, maxtriangles * sizeof(*triangles));
                                                        Mem_Free(oldtriangles);
                                                }
                                        }
@@ -6571,7 +8148,7 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
                                        textures = Mem_Alloc(tempmempool, maxtextures * sizeof(*textures));
                                        if (oldtextures)
                                        {
-                                               memcpy(textures, oldtextures, numtexutres * sizeof(*textures));
+                                               memcpy(textures, oldtextures, numtextures * sizeof(*textures));
                                                Mem_Free(oldtextures);
                                        }
                                }
@@ -6593,7 +8170,7 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->num_textures = numtextures;
        loadmodel->data_textures = Mem_Alloc(loadmodel->mempool, loadmodel->num_textures * sizeof(texture_t));
        for (i = 0;i < numtextures;i++)
-               Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i, texturenames[i], true, true, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS);
+               Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i, texturenames[i], true, true, TEXF_MIPMAP | TEXF_ALPHA | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS);
 
        // free the texturenames array since we are now done with it
        for (i = 0;i < numtextures;i++)
@@ -6604,9 +8181,55 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        Mem_Free(texturenames);
        texturenames = NULL;
 
+       // copy the model bounds, then enlarge the yaw and rotated bounds according to radius
+       VectorCopy(mins, loadmodel->normalmins);
+       VectorCopy(maxs, loadmodel->normalmaxs);
+       dist = max(fabs(loadmodel->normalmins[0]), fabs(loadmodel->normalmaxs[0]));
+       modelyawradius = max(fabs(loadmodel->normalmins[1]), fabs(loadmodel->normalmaxs[1]));
+       modelyawradius = dist*dist+modelyawradius*modelyawradius;
+       modelradius = max(fabs(loadmodel->normalmins[2]), fabs(loadmodel->normalmaxs[2]));
+       modelradius = modelyawradius + modelradius * modelradius;
+       modelyawradius = sqrt(modelyawradius);
+       modelradius = sqrt(modelradius);
+       loadmodel->yawmins[0] = loadmodel->yawmins[1] = -modelyawradius;
+       loadmodel->yawmins[2] = loadmodel->normalmins[2];
+       loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] =  modelyawradius;
+       loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
+       loadmodel->rotatedmins[0] = loadmodel->rotatedmins[1] = loadmodel->rotatedmins[2] = -modelradius;
+       loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] =  modelradius;
+       loadmodel->radius = modelradius;
+       loadmodel->radius2 = modelradius * modelradius;
+
+       // make sure the temp triangle buffer is big enough for BSP building
+       maxclippedtriangles = numtriangles*4;
+       if (numtriangles > 0)
+       {
+               clippedfronttriangles = Mem_Alloc(loadmodel->mempool, maxclippedtriangles * 2 * sizeof(objtriangle_t));
+               clippedbacktriangles = clippedfronttriangles + maxclippedtriangles;
+       }
+
        // generate a rough BSP tree from triangle data, we don't have to be too careful here, it only has to define the basic areas of the map
+       loadmodel->brush.num_leafs = 0;
+       loadmodel->brush.num_nodes = 0;
+       Mem_ExpandableArray_NewArray(&nodesarray, loadmodel->mempool, sizeof(objnode_t), 1024);
+       rootnode = Mod_OBJ_BSPNodeForTriangles(triangles, numtriangles, mins, maxs, &nodesarray, maxclippedtriangles, clippedfronttriangles, clippedbacktriangles);
+
+       // convert the BSP tree to mnode_t and mleaf_t structures and convert the triangles to msurface_t...
+       loadmodel->brush.data_leafs = Mem_Alloc(loadmodel->mempool, loadmodel->brush.num_leafs * sizeof(mleaf_t));
+       loadmodel->brush.data_nodes = Mem_Alloc(loadmodel->mempool, loadmodel->brush.num_nodes * sizeof(mnode_t));
+       loadmodel->brush.data_planes = Mem_Alloc(loadmodel->mempool, loadmodel->brush.num_nodes * sizeof(mplane_t));
+       loadmodel->brush.num_leafs = 0;
+       loadmodel->brush.num_nodes = 0;
+       loadmodel->brush.num_planes = 0;
+       Mod_OBJ_ConvertAndFreeBSPNode(rootnode);
+
+       if (clippedfronttriangles)
+               Mem_Free(clippedfronttriangles);
+       maxclippedtriangles = 0;
+       clippedfronttriangles = NULL;
+       clippedbacktriangles = NULL;
 
-       // generate surfaces by recursing triangles into BSP tree and ensuring they do not overlap in the lightmap projection axis
+--- NOTHING DONE PAST THIS POINT ---
 
        loadmodel->numskins = LittleLong(pinmodel->num_skins);
        numxyz = LittleLong(pinmodel->num_xyz);
@@ -6651,7 +8274,7 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
                loadmodel->num_texturesperskin = loadmodel->num_surfaces;
                loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
                for (i = 0;i < loadmodel->numskins;i++, inskin += MD2_SKINNAME)
-                       Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i * loadmodel->num_surfaces, inskin, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP | TEXF_COMPRESS);
+                       Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i * loadmodel->num_surfaces, inskin, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS);
        }
        else
        {
@@ -6789,6 +8412,7 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
 #endif
 }
+#endif // !OBJASMODEL
 
 qboolean Mod_CanSeeBox_Trace(int numsamples, float t, dp_model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX)
 {