]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
implemented QW skin support, it's broken on skins that are not the same
[xonotic/darkplaces.git] / model_brush.c
index 673cfff9f93f82c946734f07a90dcf4523042f99..f7bd00c77a6beb8f8a6201d860dcc662a1b28e39 100644 (file)
@@ -43,6 +43,7 @@ cvar_t r_subdivisions_collision_maxvertices = {0, "r_subdivisions_collision_maxv
 cvar_t mod_q3bsp_curves_collisions = {0, "mod_q3bsp_curves_collisions", "1", "enables collisions with curves (SLOW)"};
 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, ..."};
 
 static texture_t mod_q1bsp_texture_solid;
 static texture_t mod_q1bsp_texture_sky;
@@ -69,6 +70,7 @@ void Mod_BrushInit(void)
        Cvar_RegisterVariable(&mod_q3bsp_curves_collisions);
        Cvar_RegisterVariable(&mod_q3bsp_optimizedtraceline);
        Cvar_RegisterVariable(&mod_q3bsp_debugtracebrush);
+       Cvar_RegisterVariable(&mod_q3bsp_lightmapmergepower);
 
        memset(&mod_q1bsp_texture_solid, 0, sizeof(mod_q1bsp_texture_solid));
        strlcpy(mod_q1bsp_texture_solid.name, "solid" , sizeof(mod_q1bsp_texture_solid.name));
@@ -986,6 +988,76 @@ void Collision_ClipTrace_Box(trace_t *trace, const vec3_t cmins, const vec3_t cm
 #endif
 }
 
+static int Mod_Q1BSP_TraceLineOfSight_RecursiveNodeCheck(mnode_t *node, double p1[3], double p2[3])
+{
+       double t1, t2;
+       double midf, mid[3];
+       int ret, side;
+
+       // check for empty
+       while (node->plane)
+       {
+               // find the point distances
+               mplane_t *plane = node->plane;
+               if (plane->type < 3)
+               {
+                       t1 = p1[plane->type] - plane->dist;
+                       t2 = p2[plane->type] - plane->dist;
+               }
+               else
+               {
+                       t1 = DotProduct (plane->normal, p1) - plane->dist;
+                       t2 = DotProduct (plane->normal, p2) - plane->dist;
+               }
+
+               if (t1 < 0)
+               {
+                       if (t2 < 0)
+                       {
+                               node = node->children[1];
+                               continue;
+                       }
+                       side = 1;
+               }
+               else
+               {
+                       if (t2 >= 0)
+                       {
+                               node = node->children[0];
+                               continue;
+                       }
+                       side = 0;
+               }
+
+               midf = t1 / (t1 - t2);
+               VectorLerp(p1, midf, p2, mid);
+
+               // recurse both sides, front side first
+               // return 2 if empty is followed by solid (hit something)
+               // do not return 2 if both are solid or both empty,
+               // or if start is solid and end is empty
+               // as these degenerate cases usually indicate the eye is in solid and
+               // should see the target point anyway
+               ret = Mod_Q1BSP_TraceLineOfSight_RecursiveNodeCheck(node->children[side    ], p1, mid);
+               if (ret != 0)
+                       return ret;
+               ret = Mod_Q1BSP_TraceLineOfSight_RecursiveNodeCheck(node->children[side ^ 1], mid, p2);
+               if (ret != 1)
+                       return ret;
+               return 2;
+       }
+       return ((mleaf_t *)node)->clusterindex < 0;
+}
+
+static qboolean Mod_Q1BSP_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end)
+{
+       // this function currently only supports same size start and end
+       double tracestart[3], traceend[3];
+       VectorCopy(start, tracestart);
+       VectorCopy(end, traceend);
+       return Mod_Q1BSP_TraceLineOfSight_RecursiveNodeCheck(model->brush.data_nodes, tracestart, traceend) != 2;
+}
+
 static int Mod_Q1BSP_LightPoint_RecursiveBSPNode(model_t *model, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const mnode_t *node, float x, float y, float startz, float endz)
 {
        int side;
@@ -1121,9 +1193,17 @@ middle sample (the one which was requested)
 
 void Mod_Q1BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
 {
-       Mod_Q1BSP_LightPoint_RecursiveBSPNode(model, ambientcolor, diffusecolor, diffusenormal, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, p[0], p[1], p[2] + 0.125, p[2] - 65536);
        // pretend lighting is coming down from above (due to lack of a lightgrid to know primary lighting direction)
        VectorSet(diffusenormal, 0, 0, 1);
+
+       if (!model->brushq1.lightdata)
+       {
+               VectorSet(ambientcolor, 1, 1, 1);
+               VectorSet(diffusecolor, 0, 0, 0);
+               return;
+       }
+
+       Mod_Q1BSP_LightPoint_RecursiveBSPNode(model, ambientcolor, diffusecolor, diffusenormal, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, p[0], p[1], p[2] + 0.125, p[2] - 65536);
 }
 
 static void Mod_Q1BSP_DecompressVis(const unsigned char *in, const unsigned char *inend, unsigned char *out, unsigned char *outend)
@@ -1172,6 +1252,10 @@ void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int bytesp
        int i, j;
        unsigned solidpixels[128*128], alphapixels[128*128];
 
+       // allocate a texture pool if we need it
+       if (loadmodel->texturepool == NULL && cls.state != ca_dedicated)
+               loadmodel->texturepool = R_AllocTexturePool();
+
        // if sky isn't the right size, just use it as a solid layer
        if (width != 256 || height != 128)
        {
@@ -1234,6 +1318,7 @@ void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int bytesp
 static void Mod_Q1BSP_LoadTextures(lump_t *l)
 {
        int i, j, k, num, max, altmax, mtwidth, mtheight, *dofs, incomplete;
+       skinframe_t *skinframe;
        miptex_t *dmiptex;
        texture_t *tx, *tx2, *anims[10], *altanims[10];
        dmiptexlump_t *m;
@@ -1249,27 +1334,35 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                m = (dmiptexlump_t *)(mod_base + l->fileofs);
                m->nummiptex = LittleLong (m->nummiptex);
                loadmodel->num_textures = m->nummiptex + 2;
+               loadmodel->num_texturesperskin = loadmodel->num_textures;
        }
        else
        {
                m = NULL;
                loadmodel->num_textures = 2;
+               loadmodel->num_texturesperskin = loadmodel->num_textures;
        }
 
        loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_textures * sizeof(texture_t));
 
        // fill out all slots with notexture
+       if (cls.state != ca_dedicated)
+               skinframe = R_SkinFrame_LoadMissing();
+       else
+               skinframe = NULL;
        for (i = 0, tx = loadmodel->data_textures;i < loadmodel->num_textures;i++, tx++)
        {
                strlcpy(tx->name, "NO TEXTURE FOUND", sizeof(tx->name));
                tx->width = 16;
                tx->height = 16;
-               tx->numskinframes = 1;
-               tx->skinframerate = 1;
-               tx->currentskinframe = tx->skinframes;
-               tx->skinframes[0].base = r_texture_notexture;
-               tx->backgroundcurrentskinframe = tx->backgroundskinframes;
-               tx->basematerialflags = 0;
+               if (cls.state != ca_dedicated)
+               {
+                       tx->numskinframes = 1;
+                       tx->skinframerate = 1;
+                       tx->skinframes[0] = skinframe;
+                       tx->currentskinframe = tx->skinframes[0];
+                       tx->basematerialflags = 0;
+               }
                if (i == loadmodel->num_textures - 1)
                {
                        tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
@@ -1342,6 +1435,35 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        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))
+                       {
+                               tx->supercontents = mod_q1bsp_texture_lava.supercontents;
+                               tx->surfaceflags = mod_q1bsp_texture_lava.surfaceflags;
+                       }
+                       else if (!strncmp(tx->name, "*slime", 6))
+                       {
+                               tx->supercontents = mod_q1bsp_texture_slime.supercontents;
+                               tx->surfaceflags = mod_q1bsp_texture_slime.surfaceflags;
+                       }
+                       else
+                       {
+                               tx->supercontents = mod_q1bsp_texture_water.supercontents;
+                               tx->surfaceflags = mod_q1bsp_texture_water.surfaceflags;
+                       }
+               }
+               else if (!strncmp(tx->name, "sky", 3))
+               {
+                       tx->supercontents = mod_q1bsp_texture_sky.supercontents;
+                       tx->surfaceflags = mod_q1bsp_texture_sky.surfaceflags;
+               }
+               else
+               {
+                       tx->supercontents = mod_q1bsp_texture_solid.supercontents;
+                       tx->surfaceflags = mod_q1bsp_texture_solid.surfaceflags;
+               }
+
                if (cls.state != ca_dedicated)
                {
                        // LordHavoc: HL sky textures are entirely different than quake
@@ -1361,8 +1483,10 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        }
                        else
                        {
-                               if (!Mod_LoadSkinFrame(&tx->skinframes[0], gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true)
-                                && !Mod_LoadSkinFrame(&tx->skinframes[0], gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
+                               skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false);
+                               if (!skinframe)
+                                       skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false);
+                               if (!skinframe)
                                {
                                        // did not find external texture, load it from the bsp or wad3
                                        if (loadmodel->brush.ishlbsp)
@@ -1378,66 +1502,40 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                                {
                                                        tx->width = image_width;
                                                        tx->height = image_height;
-                                                       Mod_LoadSkinFrame_Internal(&tx->skinframes[0], tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, false, pixels, image_width, image_height, 32, NULL, NULL);
+                                                       skinframe = R_SkinFrame_LoadInternal(tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, false, pixels, image_width, image_height, 32, NULL, NULL);
                                                }
                                                if (freepixels)
                                                        Mem_Free(freepixels);
                                        }
                                        else if (mtdata) // texture included
-                                               Mod_LoadSkinFrame_Internal(&tx->skinframes[0], tx->name, TEXF_MIPMAP | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer, mtdata, tx->width, tx->height, 8, NULL, NULL);
+                                               skinframe = R_SkinFrame_LoadInternal(tx->name, TEXF_MIPMAP | TEXF_PRECACHE | TEXF_PICMIP, 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)
+                                       tx->skinframes[0] = skinframe;
                        }
-                       if (tx->skinframes[0].base == NULL)
-                       {
-                               // no texture found
-                               tx->width = 16;
-                               tx->height = 16;
-                               tx->skinframes[0].base = r_texture_notexture;
-                       }
-               }
 
-               tx->basematerialflags = 0;
-               if (tx->name[0] == '*')
-               {
-                       // LordHavoc: some turbulent textures should not be affected by wateralpha
-                       if (strncmp(tx->name,"*lava",5)
-                        && strncmp(tx->name,"*teleport",9)
-                        && strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
-                               tx->basematerialflags |= MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
-                       if (!strncmp(tx->name, "*lava", 5))
-                       {
-                               tx->supercontents = mod_q1bsp_texture_lava.supercontents;
-                               tx->surfaceflags = mod_q1bsp_texture_lava.surfaceflags;
-                       }
-                       else if (!strncmp(tx->name, "*slime", 6))
+                       tx->basematerialflags = 0;
+                       if (tx->name[0] == '*')
                        {
-                               tx->supercontents = mod_q1bsp_texture_slime.supercontents;
-                               tx->surfaceflags = mod_q1bsp_texture_slime.surfaceflags;
+                               // LordHavoc: some turbulent textures should not be affected by wateralpha
+                               if (strncmp(tx->name,"*lava",5)
+                                && strncmp(tx->name,"*teleport",9)
+                                && strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
+                                       tx->basematerialflags |= MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
+                               tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
                        }
+                       else if (!strncmp(tx->name, "sky", 3))
+                               tx->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
                        else
-                       {
-                               tx->supercontents = mod_q1bsp_texture_water.supercontents;
-                               tx->surfaceflags = mod_q1bsp_texture_water.surfaceflags;
-                       }
-                       tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
-               }
-               else if (tx->name[0] == 's' && tx->name[1] == 'k' && tx->name[2] == 'y')
-               {
-                       tx->supercontents = mod_q1bsp_texture_sky.supercontents;
-                       tx->surfaceflags = mod_q1bsp_texture_sky.surfaceflags;
-                       tx->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
-               }
-               else
-               {
-                       tx->supercontents = mod_q1bsp_texture_solid.supercontents;
-                       tx->surfaceflags = mod_q1bsp_texture_solid.surfaceflags;
-                       tx->basematerialflags |= MATERIALFLAG_WALL;
-               }
-               if (tx->skinframes[0].fog)
-                       tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+                               tx->basematerialflags |= MATERIALFLAG_WALL;
+                       if (tx->skinframes[0] && tx->skinframes[0]->fog)
+                               tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
 
-               // start out with no animation
-               tx->currentframe = tx;
+                       // start out with no animation
+                       tx->currentframe = tx;
+                       tx->currentskinframe = tx->skinframes[0];
+               }
        }
 
        // sequence the animations
@@ -2219,6 +2317,9 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                        // 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 && 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)
@@ -2260,8 +2361,33 @@ static void Mod_Q1BSP_LoadNodes_RecursiveSetParent(mnode_t *node, mnode_t *paren
        node->parent = parent;
        if (node->plane)
        {
+               // this is a node, recurse to children
                Mod_Q1BSP_LoadNodes_RecursiveSetParent(node->children[0], node);
                Mod_Q1BSP_LoadNodes_RecursiveSetParent(node->children[1], node);
+               // combine supercontents of children
+               node->combinedsupercontents = node->children[0]->combinedsupercontents | node->children[1]->combinedsupercontents;
+       }
+       else
+       {
+               int j;
+               mleaf_t *leaf = (mleaf_t *)node;
+               // if this is a leaf, calculate supercontents mask from all collidable
+               // primitives in the leaf (brushes and collision surfaces)
+               // also flag if the leaf contains any collision surfaces
+               leaf->combinedsupercontents = 0;
+               // combine the supercontents values of all brushes in this leaf
+               for (j = 0;j < leaf->numleafbrushes;j++)
+                       leaf->combinedsupercontents |= loadmodel->brush.data_brushes[leaf->firstleafbrush[j]].texture->supercontents;
+               // check if this leaf contains any collision surfaces (q3 patches)
+               for (j = 0;j < leaf->numleafsurfaces;j++)
+               {
+                       msurface_t *surface = loadmodel->data_surfaces + leaf->firstleafsurface[j];
+                       if (surface->num_collisiontriangles)
+                       {
+                               leaf->containscollisionsurfaces = true;
+                               leaf->combinedsupercontents |= surface->texture->supercontents;
+                       }
+               }
        }
 }
 
@@ -3251,6 +3377,7 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
 
        mod->soundfromcenter = true;
        mod->TraceBox = Mod_Q1BSP_TraceBox;
+       mod->brush.TraceLineOfSight = Mod_Q1BSP_TraceLineOfSight;
        mod->brush.SuperContentsFromNativeContents = Mod_Q1BSP_SuperContentsFromNativeContents;
        mod->brush.NativeContentsFromSuperContents = Mod_Q1BSP_NativeContentsFromSuperContents;
        mod->brush.GetPVS = Mod_Q1BSP_GetPVS;
@@ -3308,9 +3435,6 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
        // check if the map supports transparent water rendering
        loadmodel->brush.supportwateralpha = Mod_Q1BSP_CheckWaterAlphaSupport();
 
-       if (!mod->brushq1.lightdata)
-               mod->brush.LightPoint = NULL;
-
        if (mod->brushq1.data_compressedpvs)
                Mem_Free(mod->brushq1.data_compressedpvs);
        mod->brushq1.data_compressedpvs = NULL;
@@ -3334,7 +3458,7 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
        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++)
                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);
+       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);
 
        if (loadmodel->brush.numsubmodels)
@@ -3418,6 +3542,7 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
                mod->DrawLight = R_Q1BSP_DrawLight;
                if (i != 0)
                {
+                       mod->brush.TraceLineOfSight = NULL;
                        mod->brush.GetPVS = NULL;
                        mod->brush.FatPVS = NULL;
                        mod->brush.BoxTouchingPVS = NULL;
@@ -4299,8 +4424,11 @@ static void Mod_Q3BSP_LoadShaders(void)
                        // identify if this is a blended terrain shader or similar
                        if (shader->numlayers)
                        {
+                               shader->backgroundlayer = NULL;
                                shader->primarylayer = shader->layers + 0;
-                               if ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA) || shader->layers[1].alphatest)
+                               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;
@@ -4308,7 +4436,10 @@ static void Mod_Q3BSP_LoadShaders(void)
                                }
                                // 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);
@@ -4338,6 +4469,17 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
 
        loadmodel->data_textures = out;
        loadmodel->num_textures = count;
+       loadmodel->num_texturesperskin = loadmodel->num_textures;
+
+       for (i = 0;i < count;i++)
+       {
+               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));
+       }
+
+       if (cls.state == ca_dedicated)
+               return;
 
        // parse the Q3 shader files
        Mod_Q3BSP_LoadShaders();
@@ -4346,9 +4488,6 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
        for (i = 0;i < count;i++, in++, out++)
        {
                q3shaderinfo_t *shader;
-               strlcpy (out->name, in->name, sizeof (out->name));
-               out->surfaceflags = LittleLong(in->surfaceflags);
-               out->supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in->contents));
                shader = Mod_Q3BSP_LookupShader(out->name);
                if (shader)
                {
@@ -4375,8 +4514,10 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
                        else
                                out->basematerialflags |= MATERIALFLAG_WALL;
                        if (shader->layers[0].alphatest)
-                               out->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
-                       if (shader->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+                               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;
@@ -4408,34 +4549,39 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                                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_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+                                               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_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+                                               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_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+                                               out->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
                                        else
-                                               out->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+                                               out->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
                                }
                        }
                        if (!shader->lighting)
                                out->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
-                       if (shader->primarylayer && cls.state != ca_dedicated)
+                       if (shader->primarylayer)
                        {
                                int j;
                                out->numskinframes = shader->primarylayer->numframes;
                                out->skinframerate = shader->primarylayer->framerate;
                                for (j = 0;j < shader->primarylayer->numframes;j++)
-                                       if (!Mod_LoadSkinFrame(&out->skinframes[j], shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0), false, true))
-                                               Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
+                                       if (!(out->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (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 && cls.state != ca_dedicated)
+                       if (shader->backgroundlayer)
                        {
                                int j;
                                out->backgroundnumskinframes = shader->backgroundlayer->numframes;
                                out->backgroundskinframerate = shader->backgroundlayer->framerate;
                                for (j = 0;j < shader->backgroundlayer->numframes;j++)
-                                       if (!Mod_LoadSkinFrame(&out->backgroundskinframes[j], shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false, true))
-                                               Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, out->name);
+                               {
+                                       if (!(out->backgroundskinframes[j] = R_SkinFrame_LoadExternal(shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (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"))
@@ -4459,14 +4605,18 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                        //      out->surfaceparms |= Q3SURFACEPARM_NODRAW;
                        //if (R_TextureHasAlpha(out->skinframes[0].base))
                        //      out->surfaceparms |= Q3SURFACEPARM_TRANS;
-                       if (cls.state != ca_dedicated)
-                               if (!Mod_LoadSkinFrame(&out->skinframes[0], out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
-                                       Con_Printf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name);
+                       out->numskinframes = 1;
+                       if (!(out->skinframes[0] = R_SkinFrame_LoadExternal(out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false)))
+                               Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name);
                }
                // init the animation variables
                out->currentframe = out;
-               out->currentskinframe = &out->skinframes[0];
-               out->backgroundcurrentskinframe = &out->backgroundskinframes[0];
+               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);
@@ -4669,42 +4819,62 @@ static void Mod_Q3BSP_LoadTriangles(lump_t *l)
        }
 }
 
-static void Mod_Q3BSP_LoadLightmaps(lump_t *l)
+static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
 {
        q3dlightmap_t *in;
-       rtexture_t **out;
-       int i, count;
+       int i, j, count, power, power2, mask, endlightmap;
        unsigned char *c;
 
        if (!l->filelen)
                return;
+       if (cls.state == ca_dedicated)
+               return;
        in = (q3dlightmap_t *)(mod_base + l->fileofs);
        if (l->filelen % sizeof(*in))
                Host_Error("Mod_Q3BSP_LoadLightmaps: funny lump size in %s",loadmodel->name);
        count = l->filelen / sizeof(*in);
-       out = (rtexture_t **)Mem_Alloc(loadmodel->mempool, count * sizeof(*out));
-
-       loadmodel->brushq3.data_lightmaps = out;
-       loadmodel->brushq3.num_lightmaps = count;
-
-       // deluxemapped q3bsp files have an even number of lightmaps, and surfaces
-       // always index even numbered ones (0, 2, 4, ...), the odd numbered
-       // lightmaps are the deluxemaps (light direction textures), so if we
-       // encounter any odd numbered lightmaps it is not a deluxemapped bsp, it
-       // is also not a deluxemapped bsp if it has an odd number of lightmaps or
-       // less than 2
-       loadmodel->brushq3.deluxemapping = true;
+       loadmodel->brushq3.num_originallightmaps = count;
+
+       // now check the surfaces to see if any of them index an odd numbered
+       // lightmap, if so this is not a deluxemapped bsp file
+       //
+       // also check what lightmaps are actually used, because q3map2 sometimes
+       // (always?) makes an unused one at the end, which
+       // q3map2 sometimes (or always?) makes a second blank lightmap for no
+       // reason when only one lightmap is used, which can throw off the
+       // deluxemapping detection method, so check 2-lightmap bsp's specifically
+       // to see if the second lightmap is blank, if so it is not deluxemapped.
+       loadmodel->brushq3.deluxemapping = !(count & 1);
        loadmodel->brushq3.deluxemapping_modelspace = true;
-       if (count < 2 || (count & 1))
+       endlightmap = 0;
+       if (loadmodel->brushq3.deluxemapping)
+       {
+               int facecount = faceslump->filelen / sizeof(q3dface_t);
+               q3dface_t *faces = (q3dface_t *)(mod_base + faceslump->fileofs);
+               for (i = 0;i < facecount;i++)
+               {
+                       j = LittleLong(faces[i].lightmapindex);
+                       if (j >= 0)
+                       {
+                               endlightmap = max(endlightmap, j + 1);
+                               if ((j & 1) || j + 1 >= count)
+                               {
+                                       loadmodel->brushq3.deluxemapping = false;
+                                       break;
+                               }
+                       }
+               }
+       }
+       if (endlightmap < 2)
                loadmodel->brushq3.deluxemapping = false;
 
        // q3map2 sometimes (or always?) makes a second blank lightmap for no
        // reason when only one lightmap is used, which can throw off the
        // deluxemapping detection method, so check 2-lightmap bsp's specifically
        // to see if the second lightmap is blank, if so it is not deluxemapped.
-       if (count == 2)
+       if (endlightmap == 1 && count == 2)
        {
-               c = in[count - 1].rgb;
+               c = in[1].rgb;
                for (i = 0;i < 128*128*3;i++)
                        if (c[i])
                                break;
@@ -4715,10 +4885,43 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l)
                }
        }
 
-       // further deluxemapping detection is done in Mod_Q3BSP_LoadFaces
+       Con_DPrintf("%s is %sdeluxemapped\n", loadmodel->name, loadmodel->brushq3.deluxemapping ? "" : "not ");
 
-       for (i = 0;i < count;i++, in++, out++)
-               *out = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", i), 128, 128, in->rgb, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+       // 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++)
+               loadmodel->brushq3.num_lightmapmergepower = power;
+       loadmodel->brushq3.num_lightmapmerge = 1 << loadmodel->brushq3.num_lightmapmergepower;
+
+       loadmodel->brushq3.num_mergedlightmaps = ((count >> loadmodel->brushq3.deluxemapping) + (1 << (loadmodel->brushq3.num_lightmapmergepower * 2)) - 1) >> (loadmodel->brushq3.num_lightmapmergepower * 2);
+       loadmodel->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
+       if (loadmodel->brushq3.deluxemapping)
+               loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
+
+       // allocate a texture pool if we need it
+       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++)
+       {
+               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);
+       }
 }
 
 static void Mod_Q3BSP_LoadFaces(lump_t *l)
@@ -4726,6 +4929,7 @@ 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;
        //int *originalelement3i;
        //int *originalneighbor3i;
        float *originalvertex3f;
@@ -4746,21 +4950,6 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
        loadmodel->data_surfaces = out;
        loadmodel->num_surfaces = count;
 
-       // now that we have surfaces to look at, see if any of them index an odd numbered lightmap, if so this is not a deluxemapped bsp file
-       if (loadmodel->brushq3.deluxemapping)
-       {
-               for (i = 0;i < count;i++)
-               {
-                       n = LittleLong(in[i].lightmapindex);
-                       if (n >= 0 && ((n & 1) || n + 1 >= loadmodel->brushq3.num_lightmaps))
-                       {
-                               loadmodel->brushq3.deluxemapping = false;
-                               break;
-                       }
-               }
-       }
-       Con_DPrintf("%s is %sdeluxemapped\n", loadmodel->name, loadmodel->brushq3.deluxemapping ? "" : "not ");
-
        i = 0;
        oldi = i;
        oldin = in;
@@ -4798,26 +4987,25 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                        out->effect = NULL;
                else
                        out->effect = loadmodel->brushq3.data_effects + n;
-               n = LittleLong(in->lightmapindex);
-               if (n >= loadmodel->brushq3.num_lightmaps)
-               {
-                       Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid lightmapindex %i (%i lightmaps)\n", i, out->texture->name, n, loadmodel->brushq3.num_lightmaps);
-                       n = -1;
-               }
-               else if (n < 0)
-                       n = -1;
-               if (n == -1)
+
+               if (cls.state != ca_dedicated)
                {
                        out->lightmaptexture = NULL;
                        out->deluxemaptexture = r_texture_blanknormalmap;
-               }
-               else
-               {
-                       out->lightmaptexture = loadmodel->brushq3.data_lightmaps[n];
-                       if (loadmodel->brushq3.deluxemapping)
-                               out->deluxemaptexture = loadmodel->brushq3.data_lightmaps[n+1];
+                       n = LittleLong(in->lightmapindex);
+                       if (n < 0)
+                               n = -1;
+                       else if (n >= loadmodel->brushq3.num_originallightmaps)
+                       {
+                               Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid lightmapindex %i (%i lightmaps)\n", i, out->texture->name, n, loadmodel->brushq3.num_originallightmaps);
+                               n = -1;
+                       }
                        else
-                               out->deluxemaptexture = r_texture_blanknormalmap;
+                       {
+                               out->lightmaptexture = loadmodel->brushq3.data_lightmaps[n >> (loadmodel->brushq3.num_lightmapmergepower * 2 + loadmodel->brushq3.deluxemapping)];
+                               if (loadmodel->brushq3.deluxemapping)
+                                       out->deluxemaptexture = loadmodel->brushq3.data_deluxemaps[n >> (loadmodel->brushq3.num_lightmapmergepower * 2 + loadmodel->brushq3.deluxemapping)];
+                       }
                }
 
                firstvertex = LittleLong(in->firstvertex);
@@ -4908,7 +5096,7 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                {
                case Q3FACETYPE_POLYGON:
                case Q3FACETYPE_MESH:
-                       // no processing necessary
+                       // no processing necessary, except for lightmap merging
                        for (j = 0;j < out->num_vertices;j++)
                        {
                                (loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex)[j * 3 + 0] = loadmodel->brushq3.data_vertex3f[(firstvertex + j) * 3 + 0];
@@ -5038,6 +5226,20 @@ 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)
+                       {
+                               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;
+                               // 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];
+                               }
+                       }
                        VectorCopy((loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex), out->mins);
                        VectorCopy((loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex), out->maxs);
                        for (j = 1, v = (loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex) + 3;j < out->num_vertices;j++, v += 3)
@@ -5436,6 +5638,9 @@ static void Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace_t *trace, model_t *model,
        // 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
@@ -5472,6 +5677,9 @@ static void Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace_t *trace, model_t *model,
                        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;
@@ -5491,7 +5699,7 @@ static void Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace_t *trace, model_t *model,
                }
        }
        // can't do point traces on curves (they have no thickness)
-       if (mod_q3bsp_curves_collisions.integer && !VectorCompare(start, end))
+       if (leaf->containscollisionsurfaces && mod_q3bsp_curves_collisions.integer && !VectorCompare(start, end))
        {
                // line trace the curves
                for (i = 0;i < leaf->numleafsurfaces;i++)
@@ -5518,6 +5726,9 @@ static void Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace_t *trace, model_t *model
        // 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
@@ -5550,6 +5761,9 @@ static void Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace_t *trace, model_t *model
                // take whichever side the segment box is on
                node = node->children[sides - 1];
        }
+       // abort if this part of the bsp tree can not be hit by this trace
+//     if (!(node->combinedsupercontents & trace->hitsupercontentsmask))
+//             return;
        nodesegmentmins[0] = max(segmentmins[0], node->mins[0] - 1);
        nodesegmentmins[1] = max(segmentmins[1], node->mins[1] - 1);
        nodesegmentmins[2] = max(segmentmins[2], node->mins[2] - 1);
@@ -5567,7 +5781,7 @@ static void Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace_t *trace, model_t *model
                        Collision_TraceBrushBrushFloat(trace, thisbrush_start, thisbrush_end, brush, brush);
                }
        }
-       if (mod_q3bsp_curves_collisions.integer)
+       if (leaf->containscollisionsurfaces && mod_q3bsp_curves_collisions.integer)
        {
                for (i = 0;i < leaf->numleafsurfaces;i++)
                {
@@ -5752,6 +5966,7 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
 
        mod->soundfromcenter = true;
        mod->TraceBox = Mod_Q3BSP_TraceBox;
+       mod->brush.TraceLineOfSight = Mod_Q1BSP_TraceLineOfSight;
        mod->brush.SuperContentsFromNativeContents = Mod_Q3BSP_SuperContentsFromNativeContents;
        mod->brush.NativeContentsFromSuperContents = Mod_Q3BSP_NativeContentsFromSuperContents;
        mod->brush.GetPVS = Mod_Q1BSP_GetPVS;
@@ -5800,7 +6015,7 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
        Mod_Q3BSP_LoadEffects(&header->lumps[Q3LUMP_EFFECTS]);
        Mod_Q3BSP_LoadVertices(&header->lumps[Q3LUMP_VERTICES]);
        Mod_Q3BSP_LoadTriangles(&header->lumps[Q3LUMP_TRIANGLES]);
-       Mod_Q3BSP_LoadLightmaps(&header->lumps[Q3LUMP_LIGHTMAPS]);
+       Mod_Q3BSP_LoadLightmaps(&header->lumps[Q3LUMP_LIGHTMAPS], &header->lumps[Q3LUMP_FACES]);
        Mod_Q3BSP_LoadFaces(&header->lumps[Q3LUMP_FACES]);
        Mod_Q3BSP_LoadModels(&header->lumps[Q3LUMP_MODELS]);
        Mod_Q3BSP_LoadLeafBrushes(&header->lumps[Q3LUMP_LEAFBRUSHES]);
@@ -5828,7 +6043,7 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
        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);
+       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);
 
        loadmodel->brush.num_leafs = 0;
@@ -5861,6 +6076,7 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
                        // textures and memory belong to the main model
                        mod->texturepool = NULL;
                        mod->mempool = NULL;
+                       mod->brush.TraceLineOfSight = NULL;
                        mod->brush.GetPVS = NULL;
                        mod->brush.FatPVS = NULL;
                        mod->brush.BoxTouchingPVS = NULL;
@@ -5923,3 +6139,39 @@ void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend)
        Host_Error("Mod_MAP_Load: not yet implemented");
 }
 
+qboolean Mod_CanSeeBox_Trace(int numsamples, float t, model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX)
+{
+       // we already have done PVS culling at this point...
+       // so we don't need to do it again.
+
+       int i;
+       vec3_t testorigin, mins, maxs;
+
+       testorigin[0] = (minsX[0] + maxsX[0]) * 0.5;
+       testorigin[1] = (minsX[1] + maxsX[1]) * 0.5;
+       testorigin[2] = (minsX[2] + maxsX[2]) * 0.5;
+
+       if(model->brush.TraceLineOfSight(model, eye, testorigin))
+               return 1;
+
+       // expand the box a little
+       mins[0] = (t+1) * minsX[0] - t * maxsX[0];
+       maxs[0] = (t+1) * maxsX[0] - t * minsX[0];
+       mins[1] = (t+1) * minsX[1] - t * maxsX[1];
+       maxs[1] = (t+1) * maxsX[1] - t * minsX[1];
+       mins[2] = (t+1) * minsX[2] - t * maxsX[2];
+       maxs[2] = (t+1) * maxsX[2] - t * minsX[2];
+
+       for(i = 0; i != numsamples; ++i)
+       {
+               testorigin[0] = lhrandom(mins[0], maxs[0]);
+               testorigin[1] = lhrandom(mins[1], maxs[1]);
+               testorigin[2] = lhrandom(mins[2], maxs[2]);
+
+               if(model->brush.TraceLineOfSight(model, eye, testorigin))
+                       return 1;
+       }
+
+       return 0;
+}
+