]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
implemented support for GL_ARB_texture_compression - this is controlled
[xonotic/darkplaces.git] / model_brush.c
index 0b9653926a319628194e07127f2eee46fe7a0822..aaafcc151e1b148058557b3f991cfe1195ddc3af 100644 (file)
@@ -31,7 +31,7 @@ cvar_t halflifebsp = {0, "halflifebsp", "0", "indicates the current map is hlbsp
 cvar_t mcbsp = {0, "mcbsp", "0", "indicates the current map is mcbsp format (useful to know because of different bounding box sizes)"};
 cvar_t r_novis = {0, "r_novis", "0", "draws whole level, see also sv_cullentities_pvs 0"};
 cvar_t r_lightmaprgba = {0, "r_lightmaprgba", "1", "whether to use RGBA (32bit) or RGB (24bit) lightmaps"};
-cvar_t r_picmipworld = {0, "r_picmipworld", "1", "whether gl_picmip shall apply to world textures too"};
+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", "1", "minimum number of subdivisions (values above 1 will smooth curves that don't need it)"};
@@ -1261,7 +1261,7 @@ void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int bytesp
        // if sky isn't the right size, just use it as a solid layer
        if (width != 256 || height != 128)
        {
-               loadmodel->brush.solidskytexture = R_LoadTexture2D(loadmodel->texturepool, "sky_solidtexture", width, height, src, bytesperpixel == 4 ? TEXTYPE_RGBA : TEXTYPE_PALETTE, TEXF_PRECACHE, bytesperpixel == 1 ? palette_complete : NULL);
+               loadmodel->brush.solidskytexture = R_LoadTexture2D(loadmodel->texturepool, "sky_solidtexture", width, height, src, bytesperpixel == 4 ? TEXTYPE_RGBA : TEXTYPE_PALETTE, TEXF_PRECACHE | (gl_texturecompression_sky.integer ? TEXF_COMPRESS : 0), bytesperpixel == 1 ? palette_complete : NULL);
                loadmodel->brush.alphaskytexture = NULL;
                return;
        }
@@ -1313,8 +1313,8 @@ void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int bytesp
                }
        }
 
-       loadmodel->brush.solidskytexture = R_LoadTexture2D(loadmodel->texturepool, "sky_solidtexture", 128, 128, (unsigned char *) solidpixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-       loadmodel->brush.alphaskytexture = R_LoadTexture2D(loadmodel->texturepool, "sky_alphatexture", 128, 128, (unsigned char *) alphapixels, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
+       loadmodel->brush.solidskytexture = R_LoadTexture2D(loadmodel->texturepool, "sky_solidtexture", 128, 128, (unsigned char *) solidpixels, TEXTYPE_RGBA, TEXF_PRECACHE | (gl_texturecompression_sky.integer ? TEXF_COMPRESS : 0), NULL);
+       loadmodel->brush.alphaskytexture = R_LoadTexture2D(loadmodel->texturepool, "sky_alphatexture", 128, 128, (unsigned char *) alphapixels, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE | (gl_texturecompression_sky.integer ? TEXF_COMPRESS : 0), NULL);
 }
 
 static void Mod_Q1BSP_LoadTextures(lump_t *l)
@@ -1381,7 +1381,10 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
        }
 
        if (!m)
+       {
+               Con_Printf("%s: no miptex lump to load textures from\n", loadmodel->name);
                return;
+       }
 
        s = loadmodel->name;
        if (!strncasecmp(s, "maps/", 5))
@@ -1394,15 +1397,28 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
        for (i = 0;i < m->nummiptex;i++)
        {
                dofs[i] = LittleLong(dofs[i]);
-               if (dofs[i] == -1 || r_nosurftextures.integer)
+               if (r_nosurftextures.integer)
+                       continue;
+               if (dofs[i] == -1)
+               {
+                       Con_DPrintf("%s: miptex #%i missing\n", loadmodel->name, i);
                        continue;
+               }
                dmiptex = (miptex_t *)((unsigned char *)m + dofs[i]);
 
-               // make sure name is no more than 15 characters
-               for (j = 0;dmiptex->name[j] && j < 15;j++)
+               // copy name, but only up to 16 characters
+               // (the output buffer can hold more than this, but the input buffer is
+               //  only 16)
+               for (j = 0;dmiptex->name[j] && j < 16;j++)
                        name[j] = dmiptex->name[j];
                name[j] = 0;
 
+               if (!name[0])
+               {
+                       sprintf(name, "unnamed%i", i);
+                       Con_DPrintf("%s: warning: renaming unnamed texture to %s\n", loadmodel->name, name);
+               }
+
                mtwidth = LittleLong(dmiptex->width);
                mtheight = LittleLong(dmiptex->height);
                mtdata = NULL;
@@ -1412,31 +1428,28 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        // texture included
                        if (j < 40 || j + mtwidth * mtheight > l->filelen)
                        {
-                               Con_Printf("Texture \"%s\" in \"%s\"is corrupt or incomplete\n", dmiptex->name, loadmodel->name);
+                               Con_Printf("%s: Texture \"%s\" is corrupt or incomplete\n", loadmodel->name, dmiptex->name);
                                continue;
                        }
                        mtdata = (unsigned char *)dmiptex + j;
                }
 
                if ((mtwidth & 15) || (mtheight & 15))
-                       Con_Printf("warning: texture \"%s\" in \"%s\" is not 16 aligned\n", dmiptex->name, loadmodel->name);
+                       Con_DPrintf("%s: warning: texture \"%s\" is not 16 aligned\n", loadmodel->name, dmiptex->name);
 
                // LordHavoc: force all names to lowercase
                for (j = 0;name[j];j++)
                        if (name[j] >= 'A' && name[j] <= 'Z')
                                name[j] += 'a' - 'A';
 
+               if (dmiptex->name[0] && Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i, name, true, false, false))
+                       continue;
+
                tx = loadmodel->data_textures + i;
                strlcpy(tx->name, name, sizeof(tx->name));
                tx->width = mtwidth;
                tx->height = mtheight;
 
-               if (!tx->name[0])
-               {
-                       sprintf(tx->name, "unnamed%i", i);
-                       Con_Printf("warning: unnamed texture in %s, renaming to %s\n", loadmodel->name, tx->name);
-               }
-
                if (tx->name[0] == '*')
                {
                        if (!strncmp(tx->name, "*lava", 5))
@@ -1485,9 +1498,9 @@ 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_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false);
+                               skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false);
                                if (!skinframe)
-                                       skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false);
+                                       skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false);
                                if (!skinframe)
                                {
                                        // did not find external texture, load it from the bsp or wad3
@@ -1504,13 +1517,13 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                                {
                                                        tx->width = image_width;
                                                        tx->height = image_height;
-                                                       skinframe = R_SkinFrame_LoadInternal(tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false, false, pixels, image_width, image_height, 32, NULL, NULL);
+                                                       skinframe = R_SkinFrame_LoadInternal(tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false, false, pixels, image_width, image_height, 32, NULL, NULL);
                                                }
                                                if (freepixels)
                                                        Mem_Free(freepixels);
                                        }
                                        else if (mtdata) // texture included
-                                               skinframe = R_SkinFrame_LoadInternal(tx->name, TEXF_MIPMAP | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false, r_fullbrights.integer, mtdata, tx->width, tx->height, 8, NULL, NULL);
+                                               skinframe = R_SkinFrame_LoadInternal(tx->name, TEXF_MIPMAP | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false, r_fullbrights.integer, mtdata, tx->width, tx->height, 8, NULL, NULL);
                                }
                                // if skinframe is still NULL the "missing" texture will be used
                                if (skinframe)
@@ -1748,13 +1761,13 @@ static void Mod_Q1BSP_ParseWadsFromEntityLump(const char *data)
        int i, j, k;
        if (!data)
                return;
-       if (!COM_ParseTokenConsole(&data))
+       if (!COM_ParseToken_Simple(&data, false))
                return; // error
        if (com_token[0] != '{')
                return; // error
        while (1)
        {
-               if (!COM_ParseTokenConsole(&data))
+               if (!COM_ParseToken_Simple(&data, false))
                        return; // error
                if (com_token[0] == '}')
                        break; // end of worldspawn
@@ -1764,7 +1777,7 @@ static void Mod_Q1BSP_ParseWadsFromEntityLump(const char *data)
                        strlcpy(key, com_token, sizeof(key));
                while (key[strlen(key)-1] == ' ') // remove trailing spaces
                        key[strlen(key)-1] = 0;
-               if (!COM_ParseTokenConsole(&data))
+               if (!COM_ParseToken_Simple(&data, false))
                        return; // error
                dpsnprintf(value, sizeof(value), "%s", com_token);
                if (!strcmp("wad", key)) // for HalfLife maps
@@ -2154,13 +2167,14 @@ static qboolean Mod_Q1BSP_AllocLightmapBlock(int *lineused, int totalwidth, int
        return true;
 }
 
+extern cvar_t gl_max_size;
 static void Mod_Q1BSP_LoadFaces(lump_t *l)
 {
        dface_t *in;
        msurface_t *surface;
-       int i, j, count, surfacenum, planenum, smax, tmax, ssize, tsize, firstedge, numedges, totalverts, totaltris, lightmapnumber;
-       float texmins[2], texmaxs[2], val, lightmaptexcoordscale;
-#define LIGHTMAPSIZE 256
+       int i, j, count, surfacenum, planenum, smax, tmax, ssize, tsize, firstedge, numedges, totalverts, totaltris, lightmapnumber, lightmapsize, totallightmapsamples;
+       float texmins[2], texmaxs[2], val;
+#define LIGHTMAPSIZE 1024
        rtexture_t *lightmaptexture, *deluxemaptexture;
        int lightmap_lineused[LIGHTMAPSIZE];
 
@@ -2187,7 +2201,8 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
        lightmaptexture = NULL;
        deluxemaptexture = r_texture_blanknormalmap;
        lightmapnumber = 1;
-       lightmaptexcoordscale = 1.0f / (float)LIGHTMAPSIZE;
+       lightmapsize = bound(256, gl_max_size.integer, LIGHTMAPSIZE);
+       totallightmapsamples = 0;
 
        totalverts = 0;
        totaltris = 0;
@@ -2304,53 +2319,94 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                // check if we should apply a lightmap to this
                if (!(surface->lightmapinfo->texinfo->flags & TEX_SPECIAL) || surface->lightmapinfo->samples)
                {
-                       int i, iu, iv, lightmapx, lightmapy;
-                       float u, v, ubase, vbase, uscale, vscale;
-
                        if (ssize > 256 || tsize > 256)
                                Host_Error("Bad surface extents");
+
+                       if (lightmapsize < ssize)
+                               lightmapsize = ssize;
+                       if (lightmapsize < tsize)
+                               lightmapsize = tsize;
+
+                       totallightmapsamples += ssize*tsize;
+
                        // force lightmap upload on first time seeing the surface
+                       //
+                       // additionally this is used by the later code to see if a
+                       // lightmap is needed on this surface (rather than duplicating the
+                       // logic above)
                        surface->cached_dlight = true;
-                       // stainmap for permanent marks on walls
-                       surface->lightmapinfo->stainsamples = (unsigned char *)Mem_Alloc(loadmodel->mempool, ssize * tsize * 3);
-                       // clear to white
-                       memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
+               }
+       }
+
+       // 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
+       // additionally, never choose a lightmapsize that is smaller than the
+       // largest surface encountered (as it would fail)
+       // and finally, limit it to the size of our lineused array
+       i = lightmapsize;
+       for (lightmapsize = 64;lightmapsize < LIGHTMAPSIZE && (lightmapsize < i || (lightmapsize < gl_max_size.integer && totallightmapsamples*2 > lightmapsize*lightmapsize));lightmapsize*=2)
+               ;
 
-                       // find a place for this lightmap
-                       if (!lightmaptexture || !Mod_Q1BSP_AllocLightmapBlock(lightmap_lineused, LIGHTMAPSIZE, LIGHTMAPSIZE, ssize, tsize, &lightmapx, &lightmapy))
+       // now that we've decided the lightmap texture size, we can do the rest
+       if (cls.state != ca_dedicated)
+       {
+               for (surfacenum = 0, surface = loadmodel->data_surfaces;surfacenum < count;surfacenum++, surface++)
+               {
+                       // check if we should apply a lightmap to this
+                       if (surface->cached_dlight)
                        {
-                               // allocate a texture pool if we need it
-                               if (loadmodel->texturepool == NULL && cls.state != ca_dedicated)
-                                       loadmodel->texturepool = R_AllocTexturePool();
-                               // could not find room, make a new lightmap
-                               lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%i", lightmapnumber), LIGHTMAPSIZE, LIGHTMAPSIZE, NULL, loadmodel->brushq1.lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
-                               if (loadmodel->brushq1.nmaplightdata)
-                                       deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%i", lightmapnumber), LIGHTMAPSIZE, LIGHTMAPSIZE, NULL, loadmodel->brushq1.lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
-                               lightmapnumber++;
-                               memset(lightmap_lineused, 0, sizeof(lightmap_lineused));
-                               Mod_Q1BSP_AllocLightmapBlock(lightmap_lineused, LIGHTMAPSIZE, LIGHTMAPSIZE, ssize, tsize, &lightmapx, &lightmapy);
-                       }
+                               int i, iu, iv, lightmapx, lightmapy;
+                               float u, v, ubase, vbase, uscale, vscale;
 
-                       surface->lightmaptexture = lightmaptexture;
-                       surface->deluxemaptexture = deluxemaptexture;
-                       surface->lightmapinfo->lightmaporigin[0] = lightmapx;
-                       surface->lightmapinfo->lightmaporigin[1] = lightmapy;
+                               smax = surface->lightmapinfo->extents[0] >> 4;
+                               tmax = surface->lightmapinfo->extents[1] >> 4;
+                               ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
+                               tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
 
-                       ubase = lightmapx * lightmaptexcoordscale;
-                       vbase = lightmapy * lightmaptexcoordscale;
-                       uscale = lightmaptexcoordscale;
-                       vscale = lightmaptexcoordscale;
+                               // stainmap for permanent marks on walls
+                               surface->lightmapinfo->stainsamples = (unsigned char *)Mem_Alloc(loadmodel->mempool, ssize * tsize * 3);
+                               // clear to white
+                               memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
 
-                       for (i = 0;i < surface->num_vertices;i++)
-                       {
-                               u = ((DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3]) + 8 - surface->lightmapinfo->texturemins[0]) * (1.0 / 16.0);
-                               v = ((DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3]) + 8 - surface->lightmapinfo->texturemins[1]) * (1.0 / 16.0);
-                               (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 0] = u * uscale + ubase;
-                               (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 1] = v * vscale + vbase;
-                               // LordHavoc: calc lightmap data offset for vertex lighting to use
-                               iu = (int) u;
-                               iv = (int) v;
-                               (loadmodel->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i] = (bound(0, iv, tmax) * ssize + bound(0, iu, smax)) * 3;
+                               // find a place for this lightmap
+                               if (!lightmaptexture || !Mod_Q1BSP_AllocLightmapBlock(lightmap_lineused, lightmapsize, lightmapsize, 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, loadmodel->brushq1.lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+                                       if (loadmodel->brushq1.nmaplightdata)
+                                               deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, loadmodel->brushq1.lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+                                       lightmapnumber++;
+                                       memset(lightmap_lineused, 0, sizeof(lightmap_lineused));
+                                       Mod_Q1BSP_AllocLightmapBlock(lightmap_lineused, lightmapsize, lightmapsize, ssize, tsize, &lightmapx, &lightmapy);
+                               }
+
+                               surface->lightmaptexture = lightmaptexture;
+                               surface->deluxemaptexture = deluxemaptexture;
+                               surface->lightmapinfo->lightmaporigin[0] = lightmapx;
+                               surface->lightmapinfo->lightmaporigin[1] = lightmapy;
+
+                               uscale = 1.0f / (float)lightmapsize;
+                               vscale = 1.0f / (float)lightmapsize;
+                               ubase = lightmapx * uscale;
+                               vbase = lightmapy * vscale;
+
+                               for (i = 0;i < surface->num_vertices;i++)
+                               {
+                                       u = ((DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3]) + 8 - surface->lightmapinfo->texturemins[0]) * (1.0 / 16.0);
+                                       v = ((DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3]) + 8 - surface->lightmapinfo->texturemins[1]) * (1.0 / 16.0);
+                                       (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 0] = u * uscale + ubase;
+                                       (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 1] = v * vscale + vbase;
+                                       // LordHavoc: calc lightmap data offset for vertex lighting to use
+                                       iu = (int) u;
+                                       iv = (int) v;
+                                       (loadmodel->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i] = (bound(0, iv, tmax) * ssize + bound(0, iu, smax)) * 3;
+                               }
                        }
                }
        }
@@ -2660,12 +2716,12 @@ static void Mod_Q1BSP_LoadMapBrushes(void)
        if (!maptext)
                return;
        text = maptext;
-       if (!COM_ParseTokenConsole(&data))
+       if (!COM_ParseToken_Simple(&data, false))
                return; // error
        submodel = 0;
        for (;;)
        {
-               if (!COM_ParseTokenConsole(&data))
+               if (!COM_ParseToken_Simple(&data, false))
                        break;
                if (com_token[0] != '{')
                        return; // error
@@ -2676,7 +2732,7 @@ static void Mod_Q1BSP_LoadMapBrushes(void)
                brushes = Mem_Alloc(loadmodel->mempool, maxbrushes * sizeof(mbrush_t));
                for (;;)
                {
-                       if (!COM_ParseTokenConsole(&data))
+                       if (!COM_ParseToken_Simple(&data, false))
                                return; // error
                        if (com_token[0] == '}')
                                break; // end of entity
@@ -2700,7 +2756,7 @@ static void Mod_Q1BSP_LoadMapBrushes(void)
                                }
                                for (;;)
                                {
-                                       if (!COM_ParseTokenConsole(&data))
+                                       if (!COM_ParseToken_Simple(&data, false))
                                                return; // error
                                        if (com_token[0] == '}')
                                                break; // end of brush
@@ -2709,25 +2765,25 @@ static void Mod_Q1BSP_LoadMapBrushes(void)
                                        // FIXME: support hl .map format
                                        for (pointnum = 0;pointnum < 3;pointnum++)
                                        {
-                                               COM_ParseTokenConsole(&data);
+                                               COM_ParseToken_Simple(&data, false);
                                                for (componentnum = 0;componentnum < 3;componentnum++)
                                                {
-                                                       COM_ParseTokenConsole(&data);
+                                                       COM_ParseToken_Simple(&data, false);
                                                        point[pointnum][componentnum] = atof(com_token);
                                                }
-                                               COM_ParseTokenConsole(&data);
+                                               COM_ParseToken_Simple(&data, false);
                                        }
-                                       COM_ParseTokenConsole(&data);
+                                       COM_ParseToken_Simple(&data, false);
                                        strlcpy(facetexture, com_token, sizeof(facetexture));
-                                       COM_ParseTokenConsole(&data);
+                                       COM_ParseToken_Simple(&data, false);
                                        //scroll_s = atof(com_token);
-                                       COM_ParseTokenConsole(&data);
+                                       COM_ParseToken_Simple(&data, false);
                                        //scroll_t = atof(com_token);
-                                       COM_ParseTokenConsole(&data);
+                                       COM_ParseToken_Simple(&data, false);
                                        //rotate = atof(com_token);
-                                       COM_ParseTokenConsole(&data);
+                                       COM_ParseToken_Simple(&data, false);
                                        //scale_s = atof(com_token);
-                                       COM_ParseTokenConsole(&data);
+                                       COM_ParseToken_Simple(&data, false);
                                        //scale_t = atof(com_token);
                                        TriangleNormal(point[0], point[1], point[2], planenormal);
                                        VectorNormalizeDouble(planenormal);
@@ -3292,6 +3348,8 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
        dheader_t _header;
        hullinfo_t hullinfo;
 
+       mod->modeldatatypestring = "Q1BSP";
+
        mod->type = mod_brushq1;
 
        if (!memcmp (buffer, "MCBSPpad", 8))
@@ -3349,6 +3407,8 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
                VectorClear (hullinfo.hullsizes[0][1]);
                if (mod->brush.ishlbsp)
                {
+                       mod->modeldatatypestring = "HLBSP";
+
                        hullinfo.numhulls = 4;
                        hullinfo.filehulls = 4;
                        VectorSet (hullinfo.hullsizes[1][0], -16, -16, -36);
@@ -3538,6 +3598,7 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
                // this gets altered below if sky is used
                mod->DrawSky = NULL;
                mod->Draw = R_Q1BSP_Draw;
+               mod->DrawDepth = R_Q1BSP_DrawDepth;
                mod->GetLightInfo = R_Q1BSP_GetLightInfo;
                mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
                mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
@@ -3995,6 +4056,8 @@ void static Mod_Q2BSP_Load(model_t *mod, void *buffer, void *bufferend)
 
        Host_Error("Mod_Q2BSP_Load: not yet implemented");
 
+       mod->modeldatatypestring = "Q2BSP";
+
        mod->type = mod_brushq2;
 
        header = (q2dheader_t *)buffer;
@@ -4069,11 +4132,11 @@ static void Mod_Q3BSP_LoadEntities(lump_t *l)
        memcpy(loadmodel->brush.entities, mod_base + l->fileofs, l->filelen);
        data = loadmodel->brush.entities;
        // some Q3 maps override the lightgrid_cellsize with a worldspawn key
-       if (data && COM_ParseTokenConsole(&data) && com_token[0] == '{')
+       if (data && COM_ParseToken_Simple(&data, false) && com_token[0] == '{')
        {
                while (1)
                {
-                       if (!COM_ParseTokenConsole(&data))
+                       if (!COM_ParseToken_Simple(&data, false))
                                break; // error
                        if (com_token[0] == '}')
                                break; // end of worldspawn
@@ -4083,7 +4146,7 @@ static void Mod_Q3BSP_LoadEntities(lump_t *l)
                                strlcpy(key, com_token, sizeof(key));
                        while (key[strlen(key)-1] == ' ') // remove trailing spaces
                                key[strlen(key)-1] = 0;
-                       if (!COM_ParseTokenConsole(&data))
+                       if (!COM_ParseToken_Simple(&data, false))
                                break; // error
                        strlcpy(value, com_token, sizeof(value));
                        if (!strcmp("gridsize", key))
@@ -4095,368 +4158,6 @@ static void Mod_Q3BSP_LoadEntities(lump_t *l)
        }
 }
 
-// FIXME: make MAXSHADERS dynamic
-#define Q3SHADER_MAXSHADERS 4096
-#define Q3SHADER_MAXLAYERS 8
-
-typedef struct q3shaderinfo_layer_s
-{
-       int alphatest;
-       int clampmap;
-       float framerate;
-       int numframes;
-       char texturename[TEXTURE_MAXFRAMES][Q3PATHLENGTH];
-       int blendfunc[2];
-       qboolean rgbgenvertex;
-       qboolean alphagenvertex;
-}
-q3shaderinfo_layer_t;
-
-typedef struct q3shaderinfo_s
-{
-       char name[Q3PATHLENGTH];
-       int surfaceparms;
-       int textureflags;
-       int numlayers;
-       qboolean lighting;
-       qboolean vertexalpha;
-       qboolean textureblendalpha;
-       q3shaderinfo_layer_t *primarylayer, *backgroundlayer;
-       q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
-       char skyboxname[Q3PATHLENGTH];
-}
-q3shaderinfo_t;
-
-int q3shaders_numshaders;
-q3shaderinfo_t q3shaders_shaders[Q3SHADER_MAXSHADERS];
-
-static void Mod_Q3BSP_LoadShaders(void)
-{
-       int j;
-       int fileindex;
-       fssearch_t *search;
-       char *f;
-       const char *text;
-       q3shaderinfo_t *shader;
-       q3shaderinfo_layer_t *layer;
-       int numparameters;
-       char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
-       search = FS_Search("scripts/*.shader", true, false);
-       if (!search)
-               return;
-       q3shaders_numshaders = 0;
-       for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
-       {
-               text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
-               if (!f)
-                       continue;
-               while (COM_ParseToken(&text, false))
-               {
-                       if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS)
-                       {
-                               Con_Printf("Mod_Q3BSP_LoadShaders: too many shaders!\n");
-                               break;
-                       }
-                       shader = q3shaders_shaders + q3shaders_numshaders++;
-                       memset(shader, 0, sizeof(*shader));
-                       strlcpy(shader->name, com_token, sizeof(shader->name));
-                       if (!COM_ParseToken(&text, false) || strcasecmp(com_token, "{"))
-                       {
-                               Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
-                               break;
-                       }
-                       while (COM_ParseToken(&text, false))
-                       {
-                               if (!strcasecmp(com_token, "}"))
-                                       break;
-                               if (!strcasecmp(com_token, "{"))
-                               {
-                                       if (shader->numlayers < Q3SHADER_MAXLAYERS)
-                                       {
-                                               layer = shader->layers + shader->numlayers++;
-                                               layer->rgbgenvertex = false;
-                                               layer->alphagenvertex = false;
-                                               layer->blendfunc[0] = GL_ONE;
-                                               layer->blendfunc[1] = GL_ZERO;
-                                       }
-                                       else
-                                               layer = NULL;
-                                       while (COM_ParseToken(&text, false))
-                                       {
-                                               if (!strcasecmp(com_token, "}"))
-                                                       break;
-                                               if (!strcasecmp(com_token, "\n"))
-                                                       continue;
-                                               if (layer == NULL)
-                                                       continue;
-                                               numparameters = 0;
-                                               for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
-                                               {
-                                                       if (j < TEXTURE_MAXFRAMES + 4)
-                                                       {
-                                                               strlcpy(parameter[j], com_token, sizeof(parameter[j]));
-                                                               numparameters = j + 1;
-                                                       }
-                                                       if (!COM_ParseToken(&text, true))
-                                                               break;
-                                               }
-                                               if (developer.integer >= 100)
-                                               {
-                                                       Con_Printf("%s %i: ", shader->name, shader->numlayers - 1);
-                                                       for (j = 0;j < numparameters;j++)
-                                                               Con_Printf(" %s", parameter[j]);
-                                                       Con_Print("\n");
-                                               }
-                                               if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
-                                               {
-                                                       if (numparameters == 2)
-                                                       {
-                                                               if (!strcasecmp(parameter[1], "add"))
-                                                               {
-                                                                       layer->blendfunc[0] = GL_ONE;
-                                                                       layer->blendfunc[1] = GL_ONE;
-                                                               }
-                                                               else if (!strcasecmp(parameter[1], "filter"))
-                                                               {
-                                                                       layer->blendfunc[0] = GL_DST_COLOR;
-                                                                       layer->blendfunc[1] = GL_ZERO;
-                                                               }
-                                                               else if (!strcasecmp(parameter[1], "blend"))
-                                                               {
-                                                                       layer->blendfunc[0] = GL_SRC_ALPHA;
-                                                                       layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
-                                                               }
-                                                       }
-                                                       else if (numparameters == 3)
-                                                       {
-                                                               int k;
-                                                               for (k = 0;k < 2;k++)
-                                                               {
-                                                                       if (!strcasecmp(parameter[k+1], "GL_ONE"))
-                                                                               layer->blendfunc[k] = GL_ONE;
-                                                                       else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
-                                                                               layer->blendfunc[k] = GL_ZERO;
-                                                                       else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
-                                                                               layer->blendfunc[k] = GL_SRC_COLOR;
-                                                                       else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
-                                                                               layer->blendfunc[k] = GL_SRC_ALPHA;
-                                                                       else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
-                                                                               layer->blendfunc[k] = GL_DST_COLOR;
-                                                                       else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
-                                                                               layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
-                                                                       else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
-                                                                               layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
-                                                                       else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
-                                                                               layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
-                                                                       else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
-                                                                               layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
-                                                                       else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
-                                                                               layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
-                                                                       else
-                                                                               layer->blendfunc[k] = GL_ONE; // default in case of parsing error
-                                                               }
-                                                       }
-                                               }
-                                               if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
-                                                       layer->alphatest = true;
-                                               if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
-                                               {
-                                                       if (!strcasecmp(parameter[0], "clampmap"))
-                                                               layer->clampmap = true;
-                                                       layer->numframes = 1;
-                                                       layer->framerate = 1;
-                                                       strlcpy(layer->texturename[0], parameter[1], sizeof(layer->texturename));
-                                                       if (!strcasecmp(parameter[1], "$lightmap"))
-                                                               shader->lighting = true;
-                                               }
-                                               else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
-                                               {
-                                                       int i;
-                                                       layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
-                                                       layer->framerate = atof(parameter[1]);
-                                                       for (i = 0;i < layer->numframes;i++)
-                                                               strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename));
-                                               }
-                                               else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen") && !strcasecmp(parameter[1], "vertex"))
-                                                       layer->rgbgenvertex = true;
-                                               else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen") && !strcasecmp(parameter[1], "vertex"))
-                                                       layer->alphagenvertex = true;
-                                               // break out a level if it was }
-                                               if (!strcasecmp(com_token, "}"))
-                                                       break;
-                                       }
-                                       if (layer->rgbgenvertex)
-                                               shader->lighting = true;
-                                       if (layer->alphagenvertex)
-                                       {
-                                               if (layer == shader->layers + 0)
-                                               {
-                                                       // vertex controlled transparency
-                                                       shader->vertexalpha = true;
-                                               }
-                                               else
-                                               {
-                                                       // multilayer terrain shader or similar
-                                                       shader->textureblendalpha = true;
-                                               }
-                                       }
-                                       continue;
-                               }
-                               numparameters = 0;
-                               for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
-                               {
-                                       if (j < TEXTURE_MAXFRAMES + 4)
-                                       {
-                                               strlcpy(parameter[j], com_token, sizeof(parameter[j]));
-                                               numparameters = j + 1;
-                                       }
-                                       if (!COM_ParseToken(&text, true))
-                                               break;
-                               }
-                               if (fileindex == 0 && !strcasecmp(com_token, "}"))
-                                       break;
-                               if (developer.integer >= 100)
-                               {
-                                       Con_Printf("%s: ", shader->name);
-                                       for (j = 0;j < numparameters;j++)
-                                               Con_Printf(" %s", parameter[j]);
-                                       Con_Print("\n");
-                               }
-                               if (numparameters < 1)
-                                       continue;
-                               if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
-                               {
-                                       if (!strcasecmp(parameter[1], "alphashadow"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
-                                       else if (!strcasecmp(parameter[1], "areaportal"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
-                                       else if (!strcasecmp(parameter[1], "botclip"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_BOTCLIP;
-                                       else if (!strcasecmp(parameter[1], "clusterportal"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
-                                       else if (!strcasecmp(parameter[1], "detail"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_DETAIL;
-                                       else if (!strcasecmp(parameter[1], "donotenter"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_DONOTENTER;
-                                       else if (!strcasecmp(parameter[1], "dust"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_DUST;
-                                       else if (!strcasecmp(parameter[1], "hint"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_HINT;
-                                       else if (!strcasecmp(parameter[1], "fog"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_FOG;
-                                       else if (!strcasecmp(parameter[1], "lava"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_LAVA;
-                                       else if (!strcasecmp(parameter[1], "lightfilter"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
-                                       else if (!strcasecmp(parameter[1], "lightgrid"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
-                                       else if (!strcasecmp(parameter[1], "metalsteps"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_METALSTEPS;
-                                       else if (!strcasecmp(parameter[1], "nodamage"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NODAMAGE;
-                                       else if (!strcasecmp(parameter[1], "nodlight"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NODLIGHT;
-                                       else if (!strcasecmp(parameter[1], "nodraw"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NODRAW;
-                                       else if (!strcasecmp(parameter[1], "nodrop"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NODROP;
-                                       else if (!strcasecmp(parameter[1], "noimpact"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NOIMPACT;
-                                       else if (!strcasecmp(parameter[1], "nolightmap"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
-                                       else if (!strcasecmp(parameter[1], "nomarks"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NOMARKS;
-                                       else if (!strcasecmp(parameter[1], "nomipmaps"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
-                                       else if (!strcasecmp(parameter[1], "nonsolid"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NONSOLID;
-                                       else if (!strcasecmp(parameter[1], "origin"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_ORIGIN;
-                                       else if (!strcasecmp(parameter[1], "playerclip"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
-                                       else if (!strcasecmp(parameter[1], "sky"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_SKY;
-                                       else if (!strcasecmp(parameter[1], "slick"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_SLICK;
-                                       else if (!strcasecmp(parameter[1], "slime"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_SLIME;
-                                       else if (!strcasecmp(parameter[1], "structural"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
-                                       else if (!strcasecmp(parameter[1], "trans"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_TRANS;
-                                       else if (!strcasecmp(parameter[1], "water"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_WATER;
-                                       else if (!strcasecmp(parameter[1], "pointlight"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
-                                       else if (!strcasecmp(parameter[1], "antiportal"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
-                                       else
-                                               Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
-                               }
-                               else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
-                               {
-                                       // some q3 skies don't have the sky parm set
-                                       shader->surfaceparms |= Q3SURFACEPARM_SKY;
-                                       strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname));
-                               }
-                               else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
-                               {
-                                       // some q3 skies don't have the sky parm set
-                                       shader->surfaceparms |= Q3SURFACEPARM_SKY;
-                                       if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
-                                               strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname));
-                               }
-                               else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
-                               {
-                                       if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
-                                               shader->textureflags |= Q3TEXTUREFLAG_TWOSIDED;
-                               }
-                               else if (!strcasecmp(parameter[0], "nomipmaps"))
-                                       shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
-                               else if (!strcasecmp(parameter[0], "nopicmip"))
-                                       shader->textureflags |= Q3TEXTUREFLAG_NOPICMIP;
-                               else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
-                               {
-                                       if (!strcasecmp(parameter[1], "autosprite") && numparameters == 2)
-                                               shader->textureflags |= Q3TEXTUREFLAG_AUTOSPRITE;
-                                       if (!strcasecmp(parameter[1], "autosprite2") && numparameters == 2)
-                                               shader->textureflags |= Q3TEXTUREFLAG_AUTOSPRITE2;
-                               }
-                       }
-                       // identify if this is a blended terrain shader or similar
-                       if (shader->numlayers)
-                       {
-                               shader->backgroundlayer = NULL;
-                               shader->primarylayer = shader->layers + 0;
-                               if ((shader->layers[0].blendfunc[0] == GL_ONE       && shader->layers[0].blendfunc[1] == GL_ZERO                && !shader->layers[0].alphatest)
-                               && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader->layers[0].alphatest)
-                               ||  (shader->layers[1].blendfunc[0] == GL_ONE       && shader->layers[1].blendfunc[1] == GL_ZERO                &&  shader->layers[1].alphatest)))
-                               {
-                                       // terrain blending or other effects
-                                       shader->backgroundlayer = shader->layers + 0;
-                                       shader->primarylayer = shader->layers + 1;
-                               }
-                               // now see if the lightmap came first, and if so choose the second texture instead
-                               if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap"))
-                               {
-                                       shader->backgroundlayer = NULL;
-                                       shader->primarylayer = shader->layers + 1;
-                               }
-                       }
-               }
-               Mem_Free(f);
-       }
-}
-
-q3shaderinfo_t *Mod_Q3BSP_LookupShader(const char *name)
-{
-       int i;
-       for (i = 0;i < Q3SHADER_MAXSHADERS;i++)
-               if (!strcasecmp(q3shaders_shaders[i].name, name))
-                       return q3shaders_shaders + i;
-       return NULL;
-}
-
 static void Mod_Q3BSP_LoadTextures(lump_t *l)
 {
        q3dtexture_t *in;
@@ -4483,143 +4184,10 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
        if (cls.state == ca_dedicated)
                return;
 
-       // parse the Q3 shader files
-       Mod_Q3BSP_LoadShaders();
-
        c = 0;
        for (i = 0;i < count;i++, in++, out++)
-       {
-               q3shaderinfo_t *shader;
-               shader = Mod_Q3BSP_LookupShader(out->name);
-               if (shader)
-               {
-                       out->surfaceparms = shader->surfaceparms;
-                       out->textureflags = shader->textureflags;
-                       out->basematerialflags = 0;
-                       if (shader->surfaceparms & Q3SURFACEPARM_SKY)
-                       {
-                               out->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
-                               if (shader->skyboxname[0])
-                               {
-                                       // quake3 seems to append a _ to the skybox name, so this must do so as well
-                                       dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
-                               }
-                       }
-                       else if ((out->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
-                               out->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
-                       else if (shader->surfaceparms & Q3SURFACEPARM_LAVA)
-                               out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW;
-                       else if (shader->surfaceparms & Q3SURFACEPARM_SLIME)
-                               out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
-                       else if (shader->surfaceparms & Q3SURFACEPARM_WATER)
-                               out->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
-                       else
-                               out->basematerialflags |= MATERIALFLAG_WALL;
-                       if (shader->layers[0].alphatest)
-                               out->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
-                       if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-                               out->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
-                       if (shader->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
-                               out->basematerialflags |= MATERIALFLAG_NOSHADOW;
-                       out->customblendfunc[0] = GL_ONE;
-                       out->customblendfunc[1] = GL_ZERO;
-                       if (shader->numlayers > 0)
-                       {
-                               out->customblendfunc[0] = shader->layers[0].blendfunc[0];
-                               out->customblendfunc[1] = shader->layers[0].blendfunc[1];
-/*
-Q3 shader blendfuncs actually used in the game (* = supported by DP)
-* additive               GL_ONE GL_ONE
-  additive weird         GL_ONE GL_SRC_ALPHA
-  additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
-* alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
-  alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
-  brighten               GL_DST_COLOR GL_ONE
-  brighten               GL_ONE GL_SRC_COLOR
-  brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
-  brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
-* modulate               GL_DST_COLOR GL_ZERO
-* modulate               GL_ZERO GL_SRC_COLOR
-  modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
-  modulate inverse alpha GL_ZERO GL_SRC_ALPHA
-  modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
-* modulate x2            GL_DST_COLOR GL_SRC_COLOR
-* no blend               GL_ONE GL_ZERO
-  nothing                GL_ZERO GL_ONE
-*/
-                               // if not opaque, figure out what blendfunc to use
-                               if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
-                               {
-                                       if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
-                                               out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
-                                       else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
-                                               out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
-                                       else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
-                                               out->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
-                                       else
-                                               out->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
-                               }
-                       }
-                       if (!shader->lighting)
-                               out->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
-                       if (shader->primarylayer)
-                       {
-                               int j;
-                               out->numskinframes = shader->primarylayer->numframes;
-                               out->skinframerate = shader->primarylayer->framerate;
-                               for (j = 0;j < shader->primarylayer->numframes;j++)
-                                       if (!(out->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0), false)))
-                                               Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
-                       }
-                       if (shader->backgroundlayer)
-                       {
-                               int j;
-                               out->backgroundnumskinframes = shader->backgroundlayer->numframes;
-                               out->backgroundskinframerate = shader->backgroundlayer->framerate;
-                               for (j = 0;j < shader->backgroundlayer->numframes;j++)
-                               {
-                                       if (!(out->backgroundskinframes[j] = R_SkinFrame_LoadExternal(shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
-                                       {
-                                               Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, out->name);
-                                               out->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
-                                       }
-                               }
-                       }
-               }
-               else if (!strcmp(out->name, "noshader"))
-                       out->surfaceparms = 0;
-               else
-               {
+               if (Mod_LoadTextureFromQ3Shader(out, out->name, false, true, false))
                        c++;
-                       Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, out->name);
-                       out->surfaceparms = 0;
-                       if (out->surfaceflags & Q3SURFACEFLAG_NODRAW)
-                               out->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
-                       else if (out->surfaceflags & Q3SURFACEFLAG_SKY)
-                               out->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
-                       else
-                               out->basematerialflags |= MATERIALFLAG_WALL;
-                       // these are defaults
-                       //if (!strncmp(out->name, "textures/skies/", 15))
-                       //      out->surfaceparms |= Q3SURFACEPARM_SKY;
-                       //if (!strcmp(out->name, "caulk") || !strcmp(out->name, "common/caulk") || !strcmp(out->name, "textures/common/caulk")
-                       // || !strcmp(out->name, "nodraw") || !strcmp(out->name, "common/nodraw") || !strcmp(out->name, "textures/common/nodraw"))
-                       //      out->surfaceparms |= Q3SURFACEPARM_NODRAW;
-                       //if (R_TextureHasAlpha(out->skinframes[0].base))
-                       //      out->surfaceparms |= Q3SURFACEPARM_TRANS;
-                       out->numskinframes = 1;
-                       if (!(out->skinframes[0] = R_SkinFrame_LoadExternal(out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false)))
-                               Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name);
-               }
-               // init the animation variables
-               out->currentframe = out;
-               if (out->numskinframes < 1)
-                       out->numskinframes = 1;
-               if (!out->skinframes[0])
-                       out->skinframes[0] = R_SkinFrame_LoadMissing();
-               out->currentskinframe = out->skinframes[0];
-               out->backgroundcurrentskinframe = out->backgroundskinframes[0];
-       }
        if (c)
                Con_DPrintf("%s: %i textures missing shaders\n", loadmodel->name, c);
 }
@@ -4824,7 +4392,7 @@ static void Mod_Q3BSP_LoadTriangles(lump_t *l)
 static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
 {
        q3dlightmap_t *in;
-       int i, j, count, power, power2, mask, endlightmap;
+       int i, j, count, power, power2, mask, endlightmap, mergewidth, mergeheight;
        unsigned char *c;
 
        if (!l->filelen)
@@ -4891,7 +4459,7 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
 
        // figure out what the most reasonable merge power is within limits
        loadmodel->brushq3.num_lightmapmergepower = 0;
-       for (power = 1;power <= mod_q3bsp_lightmapmergepower.integer && (1 << power) <= gl_max_texture_size && (1 << (power * 2)) < 4 * (count >> loadmodel->brushq3.deluxemapping);power++)
+       for (power = 1;power <= mod_q3bsp_lightmapmergepower.integer && (128 << power) <= gl_max_texture_size && (1 << (power * 2)) < 4 * (count >> loadmodel->brushq3.deluxemapping);power++)
                loadmodel->brushq3.num_lightmapmergepower = power;
        loadmodel->brushq3.num_lightmapmerge = 1 << loadmodel->brushq3.num_lightmapmergepower;
 
@@ -4904,25 +4472,54 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
        if (loadmodel->texturepool == NULL && cls.state != ca_dedicated)
                loadmodel->texturepool = R_AllocTexturePool();
 
-       j = 128 << loadmodel->brushq3.num_lightmapmergepower;
-       if (loadmodel->brushq3.data_lightmaps)
-               for (i = 0;i < loadmodel->brushq3.num_mergedlightmaps;i++)
-                       loadmodel->brushq3.data_lightmaps[i] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", i), j, j, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
-
-       if (loadmodel->brushq3.data_deluxemaps)
-               for (i = 0;i < loadmodel->brushq3.num_mergedlightmaps;i++)
-                       loadmodel->brushq3.data_deluxemaps[i] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", i), j, j, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
-
-       power = loadmodel->brushq3.num_lightmapmergepower;
-       power2 = power * 2;
-       mask = (1 << power) - 1;
-       for (i = 0;i < count;i++)
+       if (loadmodel->brushq3.num_lightmapmergepower > 0)
        {
-               j = i >> loadmodel->brushq3.deluxemapping;
-               if (loadmodel->brushq3.deluxemapping && (i & 1))
-                       R_UpdateTexture(loadmodel->brushq3.data_deluxemaps[j >> power2], in[i].rgb, (j & mask) * 128, ((j >> power) & mask) * 128, 128, 128);
-               else
-                       R_UpdateTexture(loadmodel->brushq3.data_lightmaps [j >> power2], in[i].rgb, (j & mask) * 128, ((j >> power) & mask) * 128, 128, 128);
+               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
+                       int lightmapindex = i >> (loadmodel->brushq3.deluxemapping + power2);
+                       // if the lightmap has not been allocated yet, create it
+                       if (!loadmodel->brushq3.data_lightmaps[lightmapindex])
+                       {
+                               // create a lightmap only as large as necessary to hold the
+                               // remaining 128x128 blocks
+                               // if there are multiple merged lightmap textures then they will
+                               // all be full size except the last one which may be smaller
+                               // because it only needs to the remaining blocks, and it will often
+                               // be odd sizes like 2048x512 due to only being 25% full or so.
+                               j = (count >> loadmodel->brushq3.deluxemapping) - (lightmapindex << power2);
+                               for (mergewidth = 1;mergewidth < j && mergewidth < (1 << power);mergewidth *= 2)
+                                       ;
+                               for (mergeheight = 1;mergewidth*mergeheight < j && mergeheight < (1 << power);mergeheight *= 2)
+                                       ;
+                               Con_DPrintf("lightmap merge texture #%i is %ix%i (%i of %i used)\n", lightmapindex, mergewidth*128, mergeheight*128, min(j, mergewidth*mergeheight), mergewidth*mergeheight);
+                               loadmodel->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), mergewidth * 128, mergeheight * 128, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : 0), NULL);
+                               if (loadmodel->brushq3.data_deluxemaps)
+                                       loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), mergewidth * 128, mergeheight * 128, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : 0), NULL);
+                       }
+                       mergewidth = R_TextureWidth(loadmodel->brushq3.data_lightmaps[lightmapindex]) / 128;
+                       mergeheight = R_TextureHeight(loadmodel->brushq3.data_lightmaps[lightmapindex]) / 128;
+                       j = (i >> loadmodel->brushq3.deluxemapping) & ((1 << power2) - 1);
+                       if (loadmodel->brushq3.deluxemapping && (i & 1))
+                               R_UpdateTexture(loadmodel->brushq3.data_deluxemaps[lightmapindex], in[i].rgb, (j % mergewidth) * 128, (j / mergewidth) * 128, 128, 128);
+                       else
+                               R_UpdateTexture(loadmodel->brushq3.data_lightmaps     [lightmapindex], in[i].rgb, (j % mergewidth) * 128, (j / mergewidth) * 128, 128, 128);
+               }
+       }
+       else
+       {
+               for (i = 0;i < count;i++)
+               {
+                       // figure out which merged lightmap texture this fits into
+                       int lightmapindex = i >> loadmodel->brushq3.deluxemapping;
+                       if (loadmodel->brushq3.deluxemapping && (i & 1))
+                               loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), 128, 128, in[i].rgb, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : 0), NULL);
+                       else
+                               loadmodel->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), 128, 128, in[i].rgb, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : 0), NULL);
+               }
        }
 }
 
@@ -4931,7 +4528,7 @@ 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;
-       float lightmaptcbase[2], lightmaptcscale;
+       float lightmaptcbase[2], lightmaptcscale[2];
        //int *originalelement3i;
        //int *originalneighbor3i;
        float *originalvertex3f;
@@ -5228,18 +4825,22 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                VectorClear(out->maxs);
                if (out->num_vertices)
                {
-                       int lightmapindex = LittleLong(in->lightmapindex);
-                       if (lightmapindex >= 0 && cls.state != ca_dedicated)
+                       if (cls.state != ca_dedicated && out->lightmaptexture)
                        {
-                               lightmapindex >>= loadmodel->brushq3.deluxemapping;
-                               lightmaptcscale = 1.0f / loadmodel->brushq3.num_lightmapmerge;
-                               lightmaptcbase[0] = ((lightmapindex                                             ) & (loadmodel->brushq3.num_lightmapmerge - 1)) * lightmaptcscale;
-                               lightmaptcbase[1] = ((lightmapindex >> loadmodel->brushq3.num_lightmapmergepower) & (loadmodel->brushq3.num_lightmapmerge - 1)) * lightmaptcscale;
+                               // figure out which part of the merged lightmap this fits into
+                               int lightmapindex = LittleLong(in->lightmapindex) >> loadmodel->brushq3.deluxemapping;
+                               int mergewidth = R_TextureWidth(out->lightmaptexture) / 128;
+                               int mergeheight = R_TextureHeight(out->lightmaptexture) / 128;
+                               lightmapindex &= mergewidth * mergeheight - 1;
+                               lightmaptcscale[0] = 1.0f / mergewidth;
+                               lightmaptcscale[1] = 1.0f / mergeheight;
+                               lightmaptcbase[0] = (lightmapindex % mergewidth) * lightmaptcscale[0];
+                               lightmaptcbase[1] = (lightmapindex / mergewidth) * lightmaptcscale[1];
                                // modify the lightmap texcoords to match this region of the merged lightmap
                                for (j = 0, v = loadmodel->surfmesh.data_texcoordlightmap2f + 2 * out->num_firstvertex;j < out->num_vertices;j++, v += 2)
                                {
-                                       v[0] = v[0] * lightmaptcscale + lightmaptcbase[0];
-                                       v[1] = v[1] * lightmaptcscale + lightmaptcbase[1];
+                                       v[0] = v[0] * lightmaptcscale[0] + lightmaptcbase[0];
+                                       v[1] = v[1] * lightmaptcscale[1] + lightmaptcbase[1];
                                }
                        }
                        VectorCopy((loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex), out->mins);
@@ -5545,7 +5146,7 @@ static void Mod_Q3BSP_LoadPVS(lump_t *l)
 static void Mod_Q3BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
 {
        int i, j, k, index[3];
-       float transformed[3], blend1, blend2, blend, yaw, pitch, sinpitch, stylescale;
+       float transformed[3], blend1, blend2, blend, stylescale;
        q3dlightgrid_t *a, *s;
 
        // scale lighting by lightstyle[0] so that darkmode in dpmod works properly
@@ -5591,12 +5192,12 @@ static void Mod_Q3BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientc
                                s = a + (k * model->brushq3.num_lightgrid_isize[1] + j) * model->brushq3.num_lightgrid_isize[0] + i;
                                VectorMA(ambientcolor, blend * (1.0f / 128.0f), s->ambientrgb, ambientcolor);
                                VectorMA(diffusecolor, blend * (1.0f / 128.0f), s->diffusergb, diffusecolor);
-                               pitch = s->diffusepitch * M_PI / 128;
-                               yaw = s->diffuseyaw * M_PI / 128;
-                               sinpitch = sin(pitch);
-                               diffusenormal[0] += blend * (cos(yaw) * sinpitch);
-                               diffusenormal[1] += blend * (sin(yaw) * sinpitch);
-                               diffusenormal[2] += blend * (cos(pitch));
+                               // this uses the mod_md3_sin table because the values are
+                               // already in the 0-255 range, the 64+ bias fetches a cosine
+                               // instead of a sine value
+                               diffusenormal[0] += blend * (mod_md3_sin[64 + s->diffuseyaw] * mod_md3_sin[s->diffusepitch]);
+                               diffusenormal[1] += blend * (mod_md3_sin[     s->diffuseyaw] * mod_md3_sin[s->diffusepitch]);
+                               diffusenormal[2] += blend * (mod_md3_sin[64 + s->diffusepitch]);
                                //Con_Printf("blend %f: ambient %i %i %i, diffuse %i %i %i, diffusepitch %i diffuseyaw %i (%f %f, normal %f %f %f)\n", blend, s->ambientrgb[0], s->ambientrgb[1], s->ambientrgb[2], s->diffusergb[0], s->diffusergb[1], s->diffusergb[2], s->diffusepitch, s->diffuseyaw, pitch, yaw, (cos(yaw) * cospitch), (sin(yaw) * cospitch), (-sin(pitch)));
                        }
                }
@@ -5949,6 +5550,8 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
        float corner[3], yawradius, modelradius;
        msurface_t *surface;
 
+       mod->modeldatatypestring = "Q3BSP";
+
        mod->type = mod_brushq3;
        mod->numframes = 2; // although alternate textures are not supported it is annoying to complain about no such frame 1
        mod->numskins = 1;
@@ -5981,6 +5584,7 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
        mod->brush.FindNonSolidLocation = Mod_Q1BSP_FindNonSolidLocation;
        mod->brush.PointInLeaf = Mod_Q1BSP_PointInLeaf;
        mod->Draw = R_Q1BSP_Draw;
+       mod->DrawDepth = R_Q1BSP_DrawDepth;
        mod->GetLightInfo = R_Q1BSP_GetLightInfo;
        mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
        mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;