]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
allocate memory for big temporary storage arrays rather than using the
[xonotic/darkplaces.git] / model_shared.c
index 880d5f3f8f8483df15c737143288d3f1f53b3a09..7697fa6ee1ce5ff7d49cfeb80a99de6619df8674 100644 (file)
@@ -25,43 +25,73 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "quakedef.h"
 #include "image.h"
 #include "r_shadow.h"
+#include "polygon.h"
 
 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
-
-model_t *loadmodel;
+cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
+cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
+cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
+cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
+cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
+cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
+cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
+cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
+cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
+
+dp_model_t *loadmodel;
 
 static mempool_t *mod_mempool;
 static memexpandablearray_t models;
 
-// FIXME: make this a memexpandablearray_t
-#define Q3SHADER_MAXSHADERS 16384
-static int q3shaders_numshaders = 0;
-static q3shaderinfo_t q3shaders_shaders[Q3SHADER_MAXSHADERS];
+static mempool_t* q3shaders_mem;
+typedef struct q3shader_hash_entry_s
+{
+  q3shaderinfo_t shader;
+  struct q3shader_hash_entry_s* chain;
+} q3shader_hash_entry_t;
+#define Q3SHADER_HASH_SIZE  1021
+typedef struct q3shader_data_s
+{
+  memexpandablearray_t hash_entries;
+  q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
+  memexpandablearray_t char_ptrs;
+} q3shader_data_t;
+static q3shader_data_t* q3shader_data;
 
 static void mod_start(void)
 {
-       int i;
+       int i, count;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
-
-       // parse the Q3 shader files
-       Mod_LoadQ3Shaders();
+       dp_model_t *mod;
 
+       SCR_PushLoadingScreen(false, "Loading models", 1.0);
+       count = 0;
+       for (i = 0;i < nummodels;i++)
+               if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
+                       if (mod->used)
+                               ++count;
        for (i = 0;i < nummodels;i++)
-               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
+               if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
                        if (mod->used)
-                               Mod_LoadModel(mod, true, false, mod->isworldmodel);
+                       {
+                               SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
+                               Mod_LoadModel(mod, true, false);
+                               SCR_PopLoadingScreen(false);
+                       }
+       SCR_PopLoadingScreen(false);
 }
 
 static void mod_shutdown(void)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
 
        for (i = 0;i < nummodels;i++)
-               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
+               if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
                        Mod_UnloadModel(mod);
+
+       Mod_FreeQ3Shaders();
 }
 
 static void mod_newmap(void)
@@ -69,30 +99,32 @@ static void mod_newmap(void)
        msurface_t *surface;
        int i, j, k, surfacenum, ssize, tsize;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
 
-       R_SkinFrame_PrepareForPurge();
        for (i = 0;i < nummodels;i++)
        {
-               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
+               if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
                {
-                       for (j = 0;j < mod->num_textures;j++)
+                       for (j = 0;j < mod->num_textures && mod->data_textures;j++)
                        {
                                for (k = 0;k < mod->data_textures[j].numskinframes;k++)
                                        R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
                                for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
                                        R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
                        }
+                       if (mod->brush.solidskyskinframe)
+                               R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
+                       if (mod->brush.alphaskyskinframe)
+                               R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
                }
        }
-       R_SkinFrame_Purge();
 
        if (!cl_stainmaps_clearonload.integer)
                return;
 
        for (i = 0;i < nummodels;i++)
        {
-               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
+               if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
                {
                        for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
                        {
@@ -101,7 +133,7 @@ static void mod_newmap(void)
                                        ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
                                        tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
                                        memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
-                                       surface->cached_dlight = true;
+                                       mod->brushq1.lightmapupdateflags[surfacenum] = true;
                                }
                        }
                }
@@ -115,19 +147,34 @@ Mod_Init
 */
 static void Mod_Print(void);
 static void Mod_Precache (void);
+static void Mod_Decompile_f(void);
 static void Mod_BuildVBOs(void);
+static void Mod_GenerateLightmaps_f(void);
 void Mod_Init (void)
 {
        mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
-       Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(model_t), 16);
+       Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
 
        Mod_BrushInit();
        Mod_AliasInit();
        Mod_SpriteInit();
 
        Cvar_RegisterVariable(&r_mipskins);
+       Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
+       Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
+       Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
+
+       Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
+       Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
+       Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
+       Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
+       Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
+       Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
+
        Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
        Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
+       Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
+       Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
 }
 
 void Mod_RenderInit(void)
@@ -135,30 +182,136 @@ void Mod_RenderInit(void)
        R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
 }
 
-void Mod_UnloadModel (model_t *mod)
+void Mod_UnloadModel (dp_model_t *mod)
 {
        char name[MAX_QPATH];
-       qboolean isworldmodel;
        qboolean used;
+       dp_model_t *parentmodel;
+
+       if (developer_loading.integer)
+               Con_Printf("unloading model %s\n", mod->name);
+
        strlcpy(name, mod->name, sizeof(name));
-       isworldmodel = mod->isworldmodel;
+       parentmodel = mod->brush.parentmodel;
        used = mod->used;
-       if (mod->surfmesh.ebo)
-               R_Mesh_DestroyBufferObject(mod->surfmesh.ebo);
+       if (mod->surfmesh.ebo3i)
+               R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
+       if (mod->surfmesh.ebo3s)
+               R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
        if (mod->surfmesh.vbo)
                R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
        // free textures/memory attached to the model
        R_FreeTexturePool(&mod->texturepool);
        Mem_FreePool(&mod->mempool);
        // clear the struct to make it available
-       memset(mod, 0, sizeof(model_t));
+       memset(mod, 0, sizeof(dp_model_t));
        // restore the fields we want to preserve
        strlcpy(mod->name, name, sizeof(mod->name));
-       mod->isworldmodel = isworldmodel;
+       mod->brush.parentmodel = parentmodel;
        mod->used = used;
        mod->loaded = false;
 }
 
+void R_Model_Null_Draw(entity_render_t *ent)
+{
+       return;
+}
+
+
+typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
+
+int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
+{
+       const char *bufptr;
+       int start, len;
+       float fps;
+       unsigned int i;
+       qboolean loop;
+
+       bufptr = buf;
+       i = 0;
+       for(;;)
+       {
+               // an anim scene!
+               if (!COM_ParseToken_Simple(&bufptr, true, false))
+                       break;
+               if (!strcmp(com_token, "\n"))
+                       continue; // empty line
+               start = atoi(com_token);
+               if (!COM_ParseToken_Simple(&bufptr, true, false))
+                       break;
+               if (!strcmp(com_token, "\n"))
+               {
+                       Con_Printf("framegroups file: missing number of frames\n");
+                       continue;
+               }
+               len = atoi(com_token);
+               if (!COM_ParseToken_Simple(&bufptr, true, false))
+                       break;
+               // we default to looping as it's usually wanted, so to NOT loop you append a 0
+               if (strcmp(com_token, "\n"))
+               {
+                       fps = atof(com_token);
+                       if (!COM_ParseToken_Simple(&bufptr, true, false))
+                               break;
+                       if (strcmp(com_token, "\n"))
+                               loop = atoi(com_token) != 0;
+                       else
+                               loop = true;
+               }
+               else
+               {
+                       fps = 20;
+                       loop = true;
+               }
+
+               if(cb)
+                       cb(i, start, len, fps, loop, pass);
+               ++i;
+       }
+
+       return i;
+}
+
+void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
+{
+       unsigned int *cnt = (unsigned int *) pass;
+       ++*cnt;
+}
+
+void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
+{
+       dp_model_t *mod = (dp_model_t *) pass;
+       animscene_t *anim = &mod->animscenes[i];
+       dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d", i);
+       anim->firstframe = bound(0, start, mod->num_poses - 1);
+       anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
+       anim->framerate = max(1, fps);
+       anim->loop = !!loop;
+       //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
+}
+
+void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
+{
+       unsigned int cnt;
+
+       // 0. count
+       cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
+       if(!cnt)
+       {
+               Con_Printf("no scene found in framegroups file, aborting\n");
+               return;
+       }
+       mod->numframes = cnt;
+
+       // 1. reallocate
+       // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
+       mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
+
+       // 2. parse
+       Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
+}
+
 /*
 ==================
 Mod_LoadModel
@@ -166,7 +319,7 @@ Mod_LoadModel
 Loads a model
 ==================
 */
-model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
 {
        int num;
        unsigned int crc;
@@ -177,18 +330,46 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea
 
        if (mod->name[0] == '*') // submodel
                return mod;
+       
+       if (!strcmp(mod->name, "null"))
+       {
+               if(mod->loaded)
+                       return mod;
+
+               if (mod->loaded || mod->mempool)
+                       Mod_UnloadModel(mod);
+
+               if (developer_loading.integer)
+                       Con_Printf("loading model %s\n", mod->name);
+
+               mod->used = true;
+               mod->crc = (unsigned int)-1;
+               mod->loaded = false;
+
+               VectorClear(mod->normalmins);
+               VectorClear(mod->normalmaxs);
+               VectorClear(mod->yawmins);
+               VectorClear(mod->yawmaxs);
+               VectorClear(mod->rotatedmins);
+               VectorClear(mod->rotatedmaxs);
+
+               mod->modeldatatypestring = "null";
+               mod->type = mod_null;
+               mod->Draw = R_Model_Null_Draw;
+               mod->numframes = 2;
+               mod->numskins = 1;
+
+               // no fatal errors occurred, so this model is ready to use.
+               mod->loaded = true;
+
+               return mod;
+       }
 
        crc = 0;
        buf = NULL;
 
        // even if the model is loaded it still may need reloading...
 
-       // if the model is a worldmodel and is being referred to as a
-       // non-worldmodel here, then it needs reloading to get rid of the
-       // submodels
-       if (mod->isworldmodel != isworldmodel)
-               mod->loaded = false;
-
        // if it is not loaded or checkdisk is true we need to calculate the crc
        if (!mod->loaded || checkdisk)
        {
@@ -212,13 +393,16 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea
                return mod;
        }
 
-       Con_DPrintf("loading model %s\n", mod->name);
+       if (developer_loading.integer)
+               Con_Printf("loading model %s\n", mod->name);
+       
+       SCR_PushLoadingScreen(true, mod->name, 1);
+
        // LordHavoc: unload the existing model in this slot (if there is one)
        if (mod->loaded || mod->mempool)
                Mod_UnloadModel(mod);
 
        // load the model
-       mod->isworldmodel = isworldmodel;
        mod->used = true;
        mod->crc = crc;
        // errors can prevent the corresponding mod->loaded = true;
@@ -233,6 +417,12 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea
        VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
        VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
 
+       if (!q3shaders_mem)
+       {
+               // load q3 shaders for the first time, or after a level change
+               Mod_LoadQ3Shaders();
+       }
+
        if (buf)
        {
                char *bufend = (char *)buf + filesize;
@@ -243,7 +433,8 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea
                num = LittleLong(*((int *)buf));
                // call the apropriate loader
                loadmodel = mod;
-                    if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
+                    if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
+               else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
                else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
                else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
                else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
@@ -252,22 +443,31 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea
                else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
                else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
                else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
-               else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
-               else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
+               else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
                else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
                else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
                Mem_Free(buf);
 
-               Mod_BuildVBOs();
+               buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
+               if(buf)
+               {
+                       Mod_FrameGroupify(mod, (const char *)buf);
+                       Mem_Free(buf);
+               }
 
-               // no fatal errors occurred, so this model is ready to use.
-               mod->loaded = true;
+               Mod_BuildVBOs();
        }
        else if (crash)
        {
                // LordHavoc: Sys_Error was *ANNOYING*
                Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
        }
+
+       // no fatal errors occurred, so this model is ready to use.
+       mod->loaded = true;
+
+       SCR_PopLoadingScreen(false);
+
        return mod;
 }
 
@@ -275,9 +475,9 @@ void Mod_ClearUsed(void)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
        for (i = 0;i < nummodels;i++)
-               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
+               if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
                        mod->used = false;
 }
 
@@ -285,10 +485,10 @@ void Mod_PurgeUnused(void)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
        for (i = 0;i < nummodels;i++)
        {
-               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
+               if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
                {
                        Mod_UnloadModel(mod);
                        Mem_ExpandableArray_FreeRecord(&models, mod);
@@ -296,34 +496,25 @@ void Mod_PurgeUnused(void)
        }
 }
 
-// only used during loading!
-void Mod_RemoveStaleWorldModels(model_t *skip)
-{
-       int i;
-       int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
-       for (i = 0;i < nummodels;i++)
-       {
-               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
-               {
-                       Mod_UnloadModel(mod);
-                       mod->isworldmodel = false;
-                       mod->used = false;
-               }
-       }
-}
-
 /*
 ==================
 Mod_FindName
 
 ==================
 */
-model_t *Mod_FindName(const char *name)
+dp_model_t *Mod_FindName(const char *name, const char *parentname)
 {
        int i;
-       int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       int nummodels;
+       dp_model_t *mod;
+
+       if (!parentname)
+               parentname = "";
+
+       // if we're not dedicatd, the renderer calls will crash without video
+       Host_StartVideo();
+
+       nummodels = Mem_ExpandableArray_IndexRange(&models);
 
        if (!name[0])
                Host_Error ("Mod_ForName: NULL name");
@@ -331,7 +522,7 @@ model_t *Mod_FindName(const char *name)
        // search the currently loaded models
        for (i = 0;i < nummodels;i++)
        {
-               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
+               if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name) && ((!mod->brush.parentmodel && !parentname[0]) || (mod->brush.parentmodel && parentname[0] && !strcmp(mod->brush.parentmodel->name, parentname))))
                {
                        mod->used = true;
                        return mod;
@@ -339,8 +530,12 @@ model_t *Mod_FindName(const char *name)
        }
 
        // no match found, create a new one
-       mod = Mem_ExpandableArray_AllocRecord(&models);
+       mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
        strlcpy(mod->name, name, sizeof(mod->name));
+       if (parentname[0])
+               mod->brush.parentmodel = Mod_FindName(parentname, NULL);
+       else
+               mod->brush.parentmodel = NULL;
        mod->loaded = false;
        mod->used = true;
        return mod;
@@ -353,12 +548,12 @@ Mod_ForName
 Loads in a model for the given name
 ==================
 */
-model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
 {
-       model_t *model;
-       model = Mod_FindName(name);
-       if (model->name[0] != '*' && (!model->loaded || checkdisk))
-               Mod_LoadModel(model, crash, checkdisk, isworldmodel);
+       dp_model_t *model;
+       model = Mod_FindName(name, parentname);
+       if (!model->loaded || checkdisk)
+               Mod_LoadModel(model, crash, checkdisk);
        return model;
 }
 
@@ -371,12 +566,23 @@ Reloads all models if they have changed
 */
 void Mod_Reload(void)
 {
-       int i;
+       int i, count;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
+
+       SCR_PushLoadingScreen(false, "Reloading models", 1.0);
+       count = 0;
        for (i = 0;i < nummodels;i++)
-               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
-                       Mod_LoadModel(mod, true, true, mod->isworldmodel);
+               if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
+                       ++count;
+       for (i = 0;i < nummodels;i++)
+               if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
+               {
+                       SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
+                       Mod_LoadModel(mod, true, true);
+                       SCR_PopLoadingScreen(false);
+               }
+       SCR_PopLoadingScreen(false);
 }
 
 unsigned char *mod_base;
@@ -393,12 +599,19 @@ static void Mod_Print(void)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
 
        Con_Print("Loaded models:\n");
        for (i = 0;i < nummodels;i++)
-               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
-                       Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
+       {
+               if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
+               {
+                       if (mod->brush.numsubmodels)
+                               Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
+                       else
+                               Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
+               }
+       }
 }
 
 /*
@@ -409,7 +622,7 @@ Mod_Precache
 static void Mod_Precache(void)
 {
        if (Cmd_Argc() == 2)
-               Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
+               Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
        else
                Con_Print("usage: modelprecache <filename>\n");
 }
@@ -442,12 +655,13 @@ void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtria
                int element[2];
        }
        edgehashentry_t;
-       edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
+       static edgehashentry_t *edgehash[TRIANGLEEDGEHASH];
+       edgehashentry_t *edgehashentries, *hash;
+       if (!numtriangles)
+               return;
        memset(edgehash, 0, sizeof(edgehash));
-       edgehashentries = edgehashentriesbuffer;
        // if there are too many triangles for the stack array, allocate larger buffer
-       if (numtriangles > TRIANGLEEDGEHASH)
-               edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
+       edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
        // find neighboring triangles
        for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
        {
@@ -491,10 +705,12 @@ void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtria
                                match = -1;
                        n[p] = match;
                }
+
+               // also send a keepalive here (this can take a while too!)
+               CL_KeepaliveMessage(false);
        }
        // free the allocated buffer
-       if (edgehashentries != edgehashentriesbuffer)
-               Mem_Free(edgehashentries);
+       Mem_Free(edgehashentries);
 }
 #else
 // very slow but simple way
@@ -723,7 +939,7 @@ void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int nu
 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
 {
        unsigned char *data;
-       data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int));
+       data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
        loadmodel->surfmesh.num_vertices = numvertices;
        loadmodel->surfmesh.num_triangles = numtriangles;
        if (loadmodel->surfmesh.num_vertices)
@@ -744,6 +960,8 @@ void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qb
                loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
                if (neighbors)
                        loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
+               if (loadmodel->surfmesh.num_vertices <= 65536)
+                       loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
        }
 }
 
@@ -757,6 +975,8 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria
        if (light)
                size += maxverts * sizeof(float[11]);
        size += maxtriangles * sizeof(int[3]);
+       if (maxverts <= 65536)
+               size += maxtriangles * sizeof(unsigned short[3]);
        if (neighbors)
                size += maxtriangles * sizeof(int[3]);
        if (expandable)
@@ -770,6 +990,8 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria
        newmesh->maxtriangles = maxtriangles;
        newmesh->numverts = 0;
        newmesh->numtriangles = 0;
+       memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
+       memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
 
        newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
        if (light)
@@ -789,6 +1011,8 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria
                newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
                newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
        }
+       if (maxverts <= 65536)
+               newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
        return newmesh;
 }
 
@@ -798,6 +1022,8 @@ shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh,
        newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
        newmesh->numverts = oldmesh->numverts;
        newmesh->numtriangles = oldmesh->numtriangles;
+       memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
+       memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
 
        memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
        if (newmesh->svector3f && oldmesh->svector3f)
@@ -905,21 +1131,32 @@ void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *
                }
                Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
        }
+
+       // the triangle calculation can take a while, so let's do a keepalive here
+       CL_KeepaliveMessage(false);
 }
 
 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
 {
+       // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
+       CL_KeepaliveMessage(false);
+
        return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
 }
 
 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
 {
-       if (!gl_support_arb_vertex_buffer_object)
+       if (!vid.support.arb_vertex_buffer_object)
                return;
 
        // element buffer is easy because it's just one array
        if (mesh->numtriangles)
-               mesh->ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh");
+       {
+               if (mesh->element3s)
+                       mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
+               else
+                       mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
+       }
 
        // vertex buffer is several arrays and we put them in the same buffer
        //
@@ -959,11 +1196,21 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh,
                        newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
                        newmesh->next = firstmesh;
                        firstmesh = newmesh;
+                       if (newmesh->element3s)
+                       {
+                               int i;
+                               for (i = 0;i < newmesh->numtriangles*3;i++)
+                                       newmesh->element3s[i] = newmesh->element3i[i];
+                       }
                        if (createvbo)
                                Mod_ShadowMesh_CreateVBOs(newmesh);
                }
                Mem_Free(mesh);
        }
+
+       // this can take a while, so let's do a keepalive here
+       CL_KeepaliveMessage(false);
+
        return firstmesh;
 }
 
@@ -1021,8 +1268,10 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
        shadowmesh_t *nextmesh;
        for (;mesh;mesh = nextmesh)
        {
-               if (mesh->ebo)
-                       R_Mesh_DestroyBufferObject(mesh->ebo);
+               if (mesh->ebo3i)
+                       R_Mesh_DestroyBufferObject(mesh->ebo3i);
+               if (mesh->ebo3s)
+                       R_Mesh_DestroyBufferObject(mesh->ebo3s);
                if (mesh->vbo)
                        R_Mesh_DestroyBufferObject(mesh->vbo);
                nextmesh = mesh->next;
@@ -1030,7 +1279,36 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
        }
 }
 
-void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_CreateCollisionMesh(dp_model_t *mod)
+{
+       int k;
+       int numcollisionmeshtriangles;
+       const msurface_t *surface;
+       mempool_t *mempool = mod->mempool;
+       if (!mempool && mod->brush.parentmodel)
+               mempool = mod->brush.parentmodel->mempool;
+       // make a single combined collision mesh for physics engine use
+       // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
+       numcollisionmeshtriangles = 0;
+       for (k = 0;k < mod->nummodelsurfaces;k++)
+       {
+               surface = mod->data_surfaces + mod->firstmodelsurface + k;
+               if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
+                       continue;
+               numcollisionmeshtriangles += surface->num_triangles;
+       }
+       mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
+       for (k = 0;k < mod->nummodelsurfaces;k++)
+       {
+               surface = mod->data_surfaces + mod->firstmodelsurface + k;
+               if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
+                       continue;
+               Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+       }
+       mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
+}
+
+void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
 {
        float v[3], tc[3];
        v[0] = ix;
@@ -1045,16 +1323,16 @@ void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels,
        texcoord2f[1] = tc[1];
 }
 
-void Mod_GetTerrainVertexFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
 {
        float vup[3], vdown[3], vleft[3], vright[3];
        float tcup[3], tcdown[3], tcleft[3], tcright[3];
        float sv[3], tv[3], nl[3];
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
        Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
        Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
        VectorAdd(svector3f, sv, svector3f);
@@ -1070,7 +1348,7 @@ void Mod_GetTerrainVertexFromRGBA(const unsigned char *imagepixels, int imagewid
        VectorAdd(normal3f, nl, normal3f);
 }
 
-void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
 {
        int x, y, ix, iy, *e;
        e = element3i;
@@ -1090,8 +1368,88 @@ void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int ima
        Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
        for (y = 0, iy = y1;y < height + 1;y++, iy++)
                for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
-                       Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
+                       Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
+}
+
+#if 0
+void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
+{
+       float mins[3];
+       float maxs[3];
+       float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
+       float chunkheight = min(stepsize, model->terrain.height - 1 - y);
+       float viewvector[3];
+       unsigned int firstvertex;
+       unsigned int *e;
+       float *v;
+       if (chunkwidth < 2 || chunkheight < 2)
+               return;
+       VectorSet(mins, model->terrain.mins[0] +  x    * stepsize * model->terrain.scale[0], model->terrain.mins[1] +  y    * stepsize * model->terrain.scale[1], model->terrain.mins[2]);
+       VectorSet(maxs, model->terrain.mins[0] + (x+1) * stepsize * model->terrain.scale[0], model->terrain.mins[1] + (y+1) * stepsize * model->terrain.scale[1], model->terrain.maxs[2]);
+       viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
+       viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
+       viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
+       if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
+       {
+               // too close for this stepsize, emit as 4 chunks instead
+               stepsize /= 2;
+               Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
+               Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
+               Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
+               Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
+               return;
+       }
+       // emit the geometry at stepsize into our vertex buffer / index buffer
+       // we add two columns and two rows for skirt
+       outwidth = chunkwidth+2;
+       outheight = chunkheight+2;
+       outwidth2 = outwidth-1;
+       outheight2 = outheight-1;
+       outwidth3 = outwidth+1;
+       outheight3 = outheight+1;
+       firstvertex = numvertices;
+       e = model->terrain.element3i + numtriangles;
+       numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
+       v = model->terrain.vertex3f + numvertices;
+       numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
+       // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
+       for (ty = 0;ty < outheight;ty++)
+       {
+               for (tx = 0;tx < outwidth;tx++)
+               {
+                       *e++ = firstvertex + (ty  )*outwidth3+(tx  );
+                       *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
+                       *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
+                       *e++ = firstvertex + (ty  )*outwidth3+(tx  );
+                       *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
+                       *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
+               }
+       }
+       // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
+       for (ty = 0;ty <= outheight;ty++)
+       {
+               skirtrow = ty == 0 || ty == outheight;
+               ry = y+bound(1, ty, outheight)*stepsize;
+               for (tx = 0;tx <= outwidth;tx++)
+               {
+                       skirt = skirtrow || tx == 0 || tx == outwidth;
+                       rx = x+bound(1, tx, outwidth)*stepsize;
+                       v[0] = rx*scale[0];
+                       v[1] = ry*scale[1];
+                       v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
+                       v += 3;
+               }
+       }
+       // TODO: emit skirt vertices
+}
+
+void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
+{
+       for (y = 0;y < model->terrain.size[1];y += model->terrain.
+       Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
+       Mod_Terrain_BuildChunk(model, 
 }
+#endif
 
 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
 {
@@ -1105,6 +1463,53 @@ q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
        return Q3WAVEFUNC_NONE;
 }
 
+void Mod_FreeQ3Shaders(void)
+{
+       Mem_FreePool(&q3shaders_mem);
+}
+
+static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
+{
+       unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
+       q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
+       q3shader_hash_entry_t* lastEntry = NULL;
+       while (entry != NULL)
+       {
+               if (strcasecmp (entry->shader.name, shader->name) == 0)
+               {
+                       unsigned char *start, *end, *start2;
+                       start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
+                       end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
+                       start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
+                       if(memcmp(start, start2, end - start))
+                               Con_Printf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
+                       else
+                               Con_DPrintf("Shader '%s' already defined\n", shader->name);
+                       return;
+               }
+               lastEntry = entry;
+               entry = entry->chain;
+       }
+       if (entry == NULL)
+       {
+               if (lastEntry->shader.name[0] != 0)
+               {
+                       /* Add to chain */
+                       q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
+                         Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
+
+                       while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
+                       lastEntry->chain = newEntry;
+                       newEntry->chain = NULL;
+                       lastEntry = newEntry;
+               }
+               /* else: head of chain, in hash entry array */
+               entry = lastEntry;
+       }
+       memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
+}
+
+extern cvar_t r_picmipworld;
 void Mod_LoadQ3Shaders(void)
 {
        int j;
@@ -1112,11 +1517,21 @@ void Mod_LoadQ3Shaders(void)
        fssearch_t *search;
        char *f;
        const char *text;
-       q3shaderinfo_t *shader;
+       q3shaderinfo_t shader;
        q3shaderinfo_layer_t *layer;
        int numparameters;
        char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
-       q3shaders_numshaders = 0;
+
+       Mod_FreeQ3Shaders();
+
+       q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
+       q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
+               sizeof (q3shader_data_t));
+       Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
+               q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
+       Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
+               q3shaders_mem, sizeof (char**), 256);
+
        search = FS_Search("scripts/*.shader", true, false);
        if (!search)
                return;
@@ -1127,21 +1542,18 @@ void Mod_LoadQ3Shaders(void)
                        continue;
                while (COM_ParseToken_QuakeC(&text, false))
                {
-                       if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS)
-                       {
-                               Con_Printf("Mod_LoadQ3Shaders: too many shaders!\n");
-                               break;
-                       }
-                       shader = q3shaders_shaders + q3shaders_numshaders++;
-
-                       memset(shader, 0, sizeof(*shader));
-                       VectorSet(shader->reflectcolor, 1, 1, 1);
-                       VectorSet(shader->refractcolor, 1, 1, 1);
-                       shader->refractmin = 0;
-                       shader->refractmax = 1;
-                       shader->refractfactor = 1;
-
-                       strlcpy(shader->name, com_token, sizeof(shader->name));
+                       memset (&shader, 0, sizeof(shader));
+                       shader.reflectmin = 0;
+                       shader.reflectmax = 1;
+                       shader.refractfactor = 1;
+                       Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
+                       shader.reflectfactor = 1;
+                       Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
+                       shader.r_water_wateralpha = 1;
+                       shader.specularscalemod = 1;
+                       shader.specularpowermod = 1;
+
+                       strlcpy(shader.name, com_token, sizeof(shader.name));
                        if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
                        {
                                Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
@@ -1154,9 +1566,9 @@ void Mod_LoadQ3Shaders(void)
                                if (!strcasecmp(com_token, "{"))
                                {
                                        static q3shaderinfo_layer_t dummy;
-                                       if (shader->numlayers < Q3SHADER_MAXLAYERS)
+                                       if (shader.numlayers < Q3SHADER_MAXLAYERS)
                                        {
-                                               layer = shader->layers + shader->numlayers++;
+                                               layer = shader.layers + shader.numlayers++;
                                        }
                                        else
                                        {
@@ -1186,11 +1598,11 @@ void Mod_LoadQ3Shaders(void)
                                                        if (!COM_ParseToken_QuakeC(&text, true))
                                                                break;
                                                }
-                                               for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
-                                                       parameter[j][0] = 0;
+                                               //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+                                               //      parameter[j][0] = 0;
                                                if (developer.integer >= 100)
                                                {
-                                                       Con_Printf("%s %i: ", shader->name, shader->numlayers - 1);
+                                                       Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
                                                        for (j = 0;j < numparameters;j++)
                                                                Con_Printf(" %s", parameter[j]);
                                                        Con_Print("\n");
@@ -1253,17 +1665,20 @@ void Mod_LoadQ3Shaders(void)
                                                                layer->clampmap = true;
                                                        layer->numframes = 1;
                                                        layer->framerate = 1;
-                                                       strlcpy(layer->texturename[0], parameter[1], sizeof(layer->texturename));
+                                                       layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
+                                                               &q3shader_data->char_ptrs);
+                                                       layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
                                                        if (!strcasecmp(parameter[1], "$lightmap"))
-                                                               shader->lighting = true;
+                                                               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]);
+                                                       layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
                                                        for (i = 0;i < layer->numframes;i++)
-                                                               strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename));
+                                                               layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
                                                }
                                                else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
                                                {
@@ -1303,7 +1718,7 @@ void Mod_LoadQ3Shaders(void)
                                                        else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
                                                        else if (!strcasecmp(parameter[1], "wave"))
                                                        {
-                                                               layer->alphagen.alphagen = Q3RGBGEN_WAVE;
+                                                               layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
                                                                layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
                                                                for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
                                                                        layer->alphagen.waveparms[i] = atof(parameter[i+3]);
@@ -1348,6 +1763,7 @@ void Mod_LoadQ3Shaders(void)
                                                                else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
                                                                else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
                                                                else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
+                                                               else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
                                                                else if (!strcasecmp(parameter[1], "stretch"))
                                                                {
                                                                        layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
@@ -1367,20 +1783,27 @@ void Mod_LoadQ3Shaders(void)
                                                        break;
                                        }
                                        if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
-                                               shader->lighting = true;
+                                               shader.lighting = true;
                                        if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
                                        {
-                                               if (layer == shader->layers + 0)
+                                               if (layer == shader.layers + 0)
                                                {
                                                        // vertex controlled transparency
-                                                       shader->vertexalpha = true;
+                                                       shader.vertexalpha = true;
                                                }
                                                else
                                                {
                                                        // multilayer terrain shader or similar
-                                                       shader->textureblendalpha = true;
+                                                       shader.textureblendalpha = true;
                                                }
                                        }
+                                       layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
+                                       if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
+                                               layer->texflags |= TEXF_MIPMAP;
+                                       if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
+                                               layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
+                                       if (layer->clampmap)
+                                               layer->texflags |= TEXF_CLAMP;
                                        continue;
                                }
                                numparameters = 0;
@@ -1394,13 +1817,13 @@ void Mod_LoadQ3Shaders(void)
                                        if (!COM_ParseToken_QuakeC(&text, true))
                                                break;
                                }
-                               for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
-                                       parameter[j][0] = 0;
+                               //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+                               //      parameter[j][0] = 0;
                                if (fileindex == 0 && !strcasecmp(com_token, "}"))
                                        break;
                                if (developer.integer >= 100)
                                {
-                                       Con_Printf("%s: ", shader->name);
+                                       Con_Printf("%s: ", shader.name);
                                        for (j = 0;j < numparameters;j++)
                                                Con_Printf(" %s", parameter[j]);
                                        Con_Print("\n");
@@ -1410,214 +1833,257 @@ void Mod_LoadQ3Shaders(void)
                                if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
                                {
                                        if (!strcasecmp(parameter[1], "alphashadow"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
+                                               shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
                                        else if (!strcasecmp(parameter[1], "areaportal"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
+                                               shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
                                        else if (!strcasecmp(parameter[1], "botclip"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_BOTCLIP;
+                                               shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
                                        else if (!strcasecmp(parameter[1], "clusterportal"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
+                                               shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
                                        else if (!strcasecmp(parameter[1], "detail"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_DETAIL;
+                                               shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
                                        else if (!strcasecmp(parameter[1], "donotenter"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_DONOTENTER;
+                                               shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
                                        else if (!strcasecmp(parameter[1], "dust"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_DUST;
+                                               shader.surfaceparms |= Q3SURFACEPARM_DUST;
                                        else if (!strcasecmp(parameter[1], "hint"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_HINT;
+                                               shader.surfaceparms |= Q3SURFACEPARM_HINT;
                                        else if (!strcasecmp(parameter[1], "fog"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_FOG;
+                                               shader.surfaceparms |= Q3SURFACEPARM_FOG;
                                        else if (!strcasecmp(parameter[1], "lava"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_LAVA;
+                                               shader.surfaceparms |= Q3SURFACEPARM_LAVA;
                                        else if (!strcasecmp(parameter[1], "lightfilter"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
+                                               shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
                                        else if (!strcasecmp(parameter[1], "lightgrid"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
+                                               shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
                                        else if (!strcasecmp(parameter[1], "metalsteps"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_METALSTEPS;
+                                               shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
                                        else if (!strcasecmp(parameter[1], "nodamage"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NODAMAGE;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
                                        else if (!strcasecmp(parameter[1], "nodlight"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NODLIGHT;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
                                        else if (!strcasecmp(parameter[1], "nodraw"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NODRAW;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
                                        else if (!strcasecmp(parameter[1], "nodrop"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NODROP;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NODROP;
                                        else if (!strcasecmp(parameter[1], "noimpact"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NOIMPACT;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
                                        else if (!strcasecmp(parameter[1], "nolightmap"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
                                        else if (!strcasecmp(parameter[1], "nomarks"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NOMARKS;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
                                        else if (!strcasecmp(parameter[1], "nomipmaps"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
                                        else if (!strcasecmp(parameter[1], "nonsolid"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NONSOLID;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
                                        else if (!strcasecmp(parameter[1], "origin"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_ORIGIN;
+                                               shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
                                        else if (!strcasecmp(parameter[1], "playerclip"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
+                                               shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
                                        else if (!strcasecmp(parameter[1], "sky"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_SKY;
+                                               shader.surfaceparms |= Q3SURFACEPARM_SKY;
                                        else if (!strcasecmp(parameter[1], "slick"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_SLICK;
+                                               shader.surfaceparms |= Q3SURFACEPARM_SLICK;
                                        else if (!strcasecmp(parameter[1], "slime"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_SLIME;
+                                               shader.surfaceparms |= Q3SURFACEPARM_SLIME;
                                        else if (!strcasecmp(parameter[1], "structural"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
+                                               shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
                                        else if (!strcasecmp(parameter[1], "trans"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_TRANS;
+                                               shader.surfaceparms |= Q3SURFACEPARM_TRANS;
                                        else if (!strcasecmp(parameter[1], "water"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_WATER;
+                                               shader.surfaceparms |= Q3SURFACEPARM_WATER;
                                        else if (!strcasecmp(parameter[1], "pointlight"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
+                                               shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
                                        else if (!strcasecmp(parameter[1], "antiportal"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_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], "dpshadow"))
+                                       shader.dpshadow = true;
+                               else if (!strcasecmp(parameter[0], "dpnoshadow"))
+                                       shader.dpnoshadow = true;
                                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));
+                                       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;
+                                       shader.surfaceparms |= Q3SURFACEPARM_SKY;
                                        if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
-                                               strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname));
+                                               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;
+                                               shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
                                }
                                else if (!strcasecmp(parameter[0], "nomipmaps"))
-                                       shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
+                                       shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
                                else if (!strcasecmp(parameter[0], "nopicmip"))
-                                       shader->textureflags |= Q3TEXTUREFLAG_NOPICMIP;
+                                       shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
                                else if (!strcasecmp(parameter[0], "polygonoffset"))
-                                       shader->textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
-                               else if (!strcasecmp(parameter[0], "dp_reflect"))
+                                       shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
+                               else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
+                               {
+                                       shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
+                                       shader.refractfactor = atof(parameter[1]);
+                                       Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
+                               }
+                               else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
+                               {
+                                       shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
+                                       shader.reflectfactor = atof(parameter[1]);
+                                       Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
+                               }
+                               else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
+                               {
+                                       shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
+                                       shader.reflectmin = atof(parameter[1]);
+                                       shader.reflectmax = atof(parameter[2]);
+                                       shader.refractfactor = atof(parameter[3]);
+                                       shader.reflectfactor = atof(parameter[4]);
+                                       Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
+                                       Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
+                                       shader.r_water_wateralpha = atof(parameter[11]);
+                               }
+                               else if (!strcasecmp(parameter[0], "dp_glossintensitymod") && numparameters >= 2)
                                {
-                                       shader->textureflags |= Q3TEXTUREFLAG_REFLECTION;
-                                       if(numparameters >= 2)
-                                               VectorSet(shader->reflectcolor, atof(parameter[1]), atof(parameter[1]), atof(parameter[1])); // grey
-                                       if(numparameters >= 4)
-                                               VectorSet(shader->reflectcolor, atof(parameter[1]), atof(parameter[2]), atof(parameter[3]));
+                                       shader.specularscalemod = atof(parameter[1]);
                                }
-                               else if (!strcasecmp(parameter[0], "dp_refract"))
+                               else if (!strcasecmp(parameter[0], "dp_glossexponentmod") && numparameters >= 2)
                                {
-                                       shader->textureflags |= Q3TEXTUREFLAG_WATERSHADER;
-                                       if(numparameters >= 2)
-                                               shader->refractmin = atof(parameter[1]);
-                                       if(numparameters >= 3)
-                                               shader->refractmax = atof(parameter[2]);
-                                       if(numparameters >= 4)
-                                               shader->refractfactor = atof(parameter[3]);
-                                       if(numparameters >= 5)
-                                               VectorSet(shader->refractcolor, atof(parameter[4]), atof(parameter[4]), atof(parameter[4])); // grey
-                                       if(numparameters >= 7)
-                                               VectorSet(shader->refractcolor, atof(parameter[4]), atof(parameter[5]), atof(parameter[6]));
+                                       shader.specularpowermod = atof(parameter[1]);
                                }
                                else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
                                {
                                        int i, deformindex;
                                        for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
-                                               if (!shader->deforms[deformindex].deform)
+                                               if (!shader.deforms[deformindex].deform)
                                                        break;
                                        if (deformindex < Q3MAXDEFORMS)
                                        {
                                                for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
-                                                       shader->deforms[deformindex].parms[i] = atof(parameter[i+2]);
-                                                    if (!strcasecmp(parameter[1], "projectionshadow")) shader->deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
-                                               else if (!strcasecmp(parameter[1], "autosprite"      )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
-                                               else if (!strcasecmp(parameter[1], "autosprite2"     )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
-                                               else if (!strcasecmp(parameter[1], "text0"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT0;
-                                               else if (!strcasecmp(parameter[1], "text1"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT1;
-                                               else if (!strcasecmp(parameter[1], "text2"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT2;
-                                               else if (!strcasecmp(parameter[1], "text3"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT3;
-                                               else if (!strcasecmp(parameter[1], "text4"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT4;
-                                               else if (!strcasecmp(parameter[1], "text5"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT5;
-                                               else if (!strcasecmp(parameter[1], "text6"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT6;
-                                               else if (!strcasecmp(parameter[1], "text7"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT7;
-                                               else if (!strcasecmp(parameter[1], "bulge"           )) shader->deforms[deformindex].deform = Q3DEFORM_BULGE;
-                                               else if (!strcasecmp(parameter[1], "normal"          )) shader->deforms[deformindex].deform = Q3DEFORM_NORMAL;
+                                                       shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
+                                                    if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
+                                               else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
+                                               else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
+                                               else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
+                                               else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
+                                               else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
+                                               else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
+                                               else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
+                                               else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
+                                               else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
+                                               else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
+                                               else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
+                                               else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
                                                else if (!strcasecmp(parameter[1], "wave"            ))
                                                {
-                                                       shader->deforms[deformindex].deform = Q3DEFORM_WAVE;
-                                                       shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
+                                                       shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
+                                                       shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
                                                        for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
-                                                               shader->deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
+                                                               shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
                                                }
                                                else if (!strcasecmp(parameter[1], "move"            ))
                                                {
-                                                       shader->deforms[deformindex].deform = Q3DEFORM_MOVE;
-                                                       shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
+                                                       shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
+                                                       shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
                                                        for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
-                                                               shader->deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
+                                                               shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
                                                }
                                        }
                                }
                        }
-                       // identify if this is a blended terrain shader or similar
-                       if (shader->numlayers)
+                       // pick the primary layer to render with
+                       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)))
+                               shader.backgroundlayer = -1;
+                               shader.primarylayer = 0;
+                               // if lightmap comes first this is definitely an ordinary texture
+                               // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
+                               if ((shader.layers[shader.primarylayer].texturename != NULL)
+                                 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
                                {
-                                       // terrain blending or other effects
-                                       shader->backgroundlayer = shader->layers + 0;
-                                       shader->primarylayer = shader->layers + 1;
+                                       shader.backgroundlayer = -1;
+                                       shader.primarylayer = 1;
                                }
-                               // now see if the lightmap came first, and if so choose the second texture instead
-                               if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap"))
+                               else if (shader.numlayers >= 2
+                               &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
+                               &&  (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[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
                                {
-                                       shader->backgroundlayer = NULL;
-                                       shader->primarylayer = shader->layers + 1;
+                                       // terrain blending or other effects
+                                       shader.backgroundlayer = 0;
+                                       shader.primarylayer = 1;
                                }
                        }
                        // fix up multiple reflection types
-                       if(shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
-                               shader->textureflags &= ~Q3TEXTUREFLAG_REFLECTION;
+                       if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
+                               shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
+
+                       Q3Shader_AddToHash (&shader);
                }
                Mem_Free(f);
        }
+       FS_FreeSearch(search);
 }
 
 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
 {
-       int i;
-       for (i = 0;i < q3shaders_numshaders;i++)
-               if (!strcasecmp(q3shaders_shaders[i].name, name))
-                       return q3shaders_shaders + i;
+       unsigned short hash;
+       q3shader_hash_entry_t* entry;
+       if (!q3shaders_mem)
+               Mod_LoadQ3Shaders();
+       hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
+       entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
+       while (entry != NULL)
+       {
+               if (strcasecmp (entry->shader.name, name) == 0)
+                       return &entry->shader;
+               entry = entry->chain;
+       }
        return NULL;
 }
 
-extern cvar_t r_picmipworld;
-qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3)
+qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
 {
        int j;
-       int texflags;
+       int texflagsmask;
        qboolean success = true;
        q3shaderinfo_t *shader;
+       if (!name)
+               name = "";
        strlcpy(texture->name, name, sizeof(texture->name));
        shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
+
+       texflagsmask = ~0;
+       if(!(defaulttexflags & TEXF_PICMIP))
+               texflagsmask &= ~TEXF_PICMIP;
+       if(!(defaulttexflags & TEXF_COMPRESS))
+               texflagsmask &= ~TEXF_COMPRESS;
+       texture->specularscalemod = 1; // unless later loaded from the shader
+       texture->specularpowermod = 1; // unless later loaded from the shader
+       // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
+       // HERE, AND Q1BSP LOADING
+       // JUST GREP FOR "specularscalemod = 1".
+
        if (shader)
        {
-               if (developer.integer >= 100)
-                       Con_DPrintf("%s: loaded shader for %s\n", loadmodel->name, name);
+               if (developer_loading.integer)
+                       Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
                texture->surfaceparms = shader->surfaceparms;
-               texture->textureflags = shader->textureflags;
-               texture->basematerialflags = 0;
+
+               // allow disabling of picmip or compression by defaulttexflags
+               texture->textureflags = shader->textureflags & texflagsmask;
+
                if (shader->surfaceparms & Q3SURFACEPARM_SKY)
                {
-                       texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+                       texture->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
@@ -1625,21 +2091,18 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                        }
                }
                else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
-                       texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
-               else if (shader->surfaceparms & Q3SURFACEPARM_LAVA)
-                       texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW;
-               else if (shader->surfaceparms & Q3SURFACEPARM_SLIME)
-                       texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
-               else if (shader->surfaceparms & Q3SURFACEPARM_WATER)
-                       texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
+                       texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
                else
-                       texture->basematerialflags |= MATERIALFLAG_WALL;
+                       texture->basematerialflags = MATERIALFLAG_WALL;
+
                if (shader->layers[0].alphatest)
                        texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
                if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
                        texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
                if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
-                       texture->basepolygonoffset -= 2;
+                       texture->biaspolygonoffset -= 2;
+               if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
+                       texture->basematerialflags |= MATERIALFLAG_REFRACTION;
                if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
                        texture->basematerialflags |= MATERIALFLAG_REFLECTION;
                if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
@@ -1685,63 +2148,83 @@ nothing                GL_ZERO GL_ONE
                }
                if (!shader->lighting)
                        texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
-               if (shader->primarylayer)
+               if (shader->primarylayer >= 0)
                {
-                       // copy over many shader->primarylayer parameters
-                       texture->rgbgen = shader->primarylayer->rgbgen;
-                       texture->alphagen = shader->primarylayer->alphagen;
-                       texture->tcgen = shader->primarylayer->tcgen;
-                       memcpy(texture->tcmods, shader->primarylayer->tcmods, sizeof(texture->tcmods));
+                       q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
+                       // copy over many primarylayer parameters
+                       texture->rgbgen = primarylayer->rgbgen;
+                       texture->alphagen = primarylayer->alphagen;
+                       texture->tcgen = primarylayer->tcgen;
+                       memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
                        // load the textures
-                       texture->numskinframes = shader->primarylayer->numframes;
-                       texture->skinframerate = shader->primarylayer->framerate;
-                       for (j = 0;j < shader->primarylayer->numframes;j++)
+                       texture->numskinframes = primarylayer->numframes;
+                       texture->skinframerate = primarylayer->framerate;
+                       for (j = 0;j < primarylayer->numframes;j++)
                        {
-                               texflags = TEXF_ALPHA | TEXF_PRECACHE;
-                               if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
-                                       texflags |= TEXF_MIPMAP;
-                               if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer))
-                                       texflags |= TEXF_PICMIP | TEXF_COMPRESS;
-                               if (shader->primarylayer->clampmap)
-                                       texflags |= TEXF_CLAMP;
-                               if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], texflags, false)))
+                               if(cls.state == ca_dedicated)
                                {
-                                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, texture->name);
+                                       texture->skinframes[j] = NULL;
+                               }
+                               else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
+                               {
+                                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name);
                                        texture->skinframes[j] = R_SkinFrame_LoadMissing();
                                }
                        }
                }
-               if (shader->backgroundlayer)
+               if (shader->backgroundlayer >= 0)
                {
-                       texture->backgroundnumskinframes = shader->backgroundlayer->numframes;
-                       texture->backgroundskinframerate = shader->backgroundlayer->framerate;
-                       for (j = 0;j < shader->backgroundlayer->numframes;j++)
+                       q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
+                       // copy over one secondarylayer parameter
+                       memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
+                       // load the textures
+                       texture->backgroundnumskinframes = backgroundlayer->numframes;
+                       texture->backgroundskinframerate = backgroundlayer->framerate;
+                       for (j = 0;j < backgroundlayer->numframes;j++)
                        {
-                               if (!(texture->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 | TEXF_COMPRESS)) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
+                               if(cls.state == ca_dedicated)
+                               {
+                                       texture->skinframes[j] = NULL;
+                               }
+                               else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
                                {
-                                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, texture->name);
+                                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (background frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
                                        texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
                                }
                        }
                }
+               if (shader->dpshadow)
+                       texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
+               if (shader->dpnoshadow)
+                       texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
                memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
-               texture->refractmin = shader->refractmin;
-               texture->refractmax = shader->refractmax;
+               texture->reflectmin = shader->reflectmin;
+               texture->reflectmax = shader->reflectmax;
                texture->refractfactor = shader->refractfactor;
-               VectorCopy(shader->reflectcolor, texture->reflectcolor);
-               VectorCopy(shader->refractcolor, texture->refractcolor);
+               Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
+               texture->reflectfactor = shader->reflectfactor;
+               Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
+               texture->r_water_wateralpha = shader->r_water_wateralpha;
+               texture->specularscalemod = shader->specularscalemod;
+               texture->specularpowermod = shader->specularpowermod;
+       }
+       else if (!strcmp(texture->name, "noshader") || !texture->name[0])
+       {
+               if (developer.integer >= 100)
+                       Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
+               texture->surfaceparms = 0;
        }
-       else if (!strcmp(texture->name, "noshader"))
+       else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
        {
                if (developer.integer >= 100)
-                       Con_DPrintf("%s: using default handler for %s\n", loadmodel->name, name);
+                       Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
                texture->surfaceparms = 0;
+               texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
        }
        else
        {
-               success = false;
-               if (developer.integer >= 100 || loadmodel->type == mod_brushq3)
-                       Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
+               if (developer.integer >= 100)
+                       Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
                texture->surfaceparms = 0;
                if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
                        texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
@@ -1750,9 +2233,27 @@ nothing                GL_ZERO GL_ONE
                else
                        texture->basematerialflags |= MATERIALFLAG_WALL;
                texture->numskinframes = 1;
-               if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false)))
-                       if(developer.integer || q3bsp) // only the Q3BSP path provides no alternative (like loading image directly, or internal texture)
-                               Con_Printf("^1%s:^7 could not load texture for missing shader ^3\"%s\"\n", loadmodel->name, texture->name);
+               if(cls.state == ca_dedicated)
+               {
+                       texture->skinframes[0] = NULL;
+               }
+               else
+               {
+                       if (fallback)
+                       {
+                               if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
+                               {
+                                       if(texture->skinframes[0]->hasalpha)
+                                               texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+                               }
+                               else
+                                       success = false;
+                       }
+                       else
+                               success = false;
+                       if (!success && warnmissing)
+                               Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
+               }
        }
        // init the animation variables
        texture->currentframe = texture;
@@ -1767,14 +2268,12 @@ nothing                GL_ZERO GL_ONE
 
 skinfile_t *Mod_LoadSkinFiles(void)
 {
-       int i, words, numtags, line, tagsetsused = false, wordsoverflow;
+       int i, words, line, wordsoverflow;
        char *text;
        const char *data;
        skinfile_t *skinfile = NULL, *first = NULL;
        skinfileitem_t *skinfileitem;
        char word[10][MAX_QPATH];
-       overridetagnameset_t tagsets[MAX_SKINS];
-       overridetagname_t tags[256];
 
 /*
 sample file:
@@ -1791,12 +2290,9 @@ tag_head,
 tag_weapon,
 tag_torso,
 */
-       memset(tagsets, 0, sizeof(tagsets));
        memset(word, 0, sizeof(word));
-       for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
+       for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
        {
-               numtags = 0;
-
                // If it's the first file we parse
                if (skinfile == NULL)
                {
@@ -1837,7 +2333,8 @@ tag_torso,
                        {
                                if (words == 3)
                                {
-                                       Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
+                                       if (developer_loading.integer)
+                                               Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
                                        skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
                                        skinfileitem->next = skinfile->items;
                                        skinfile->items = skinfileitem;
@@ -1847,18 +2344,16 @@ tag_torso,
                                else
                                        Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
                        }
-                       else if (words == 2 && !strcmp(word[1], ","))
+                       else if (words >= 2 && !strncmp(word[0], "tag_", 4))
                        {
                                // tag name, like "tag_weapon,"
-                               Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
-                               memset(tags + numtags, 0, sizeof(tags[numtags]));
-                               strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
-                               numtags++;
+                               // not used for anything (not even in Quake3)
                        }
-                       else if (words == 3 && !strcmp(word[1], ","))
+                       else if (words >= 2 && !strcmp(word[1], ","))
                        {
                                // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
-                               Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
+                               if (developer_loading.integer)
+                                       Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
                                skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
                                skinfileitem->next = skinfile->items;
                                skinfile->items = skinfileitem;
@@ -1869,21 +2364,6 @@ tag_torso,
                                Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line);
                }
                Mem_Free(text);
-
-               if (numtags)
-               {
-                       overridetagnameset_t *t;
-                       t = tagsets + i;
-                       t->num_overridetagnames = numtags;
-                       t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
-                       memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
-                       tagsetsused = true;
-               }
-       }
-       if (tagsetsused)
-       {
-               loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
-               memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
        }
        if (i)
                loadmodel->numskins = i;
@@ -1924,23 +2404,20 @@ void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float
 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
 {
        int i, outtriangles;
-       float d, edgedir[3], temp[3];
+       float edgedir1[3], edgedir2[3], temp[3];
        // a degenerate triangle is one with no width (thickness, surface area)
        // these are characterized by having all 3 points colinear (along a line)
        // or having two points identical
+       // the simplest check is to calculate the triangle's area
        for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
        {
                // calculate first edge
-               VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
-               if (VectorLength2(edgedir) < 0.0001f)
-                       continue; // degenerate first edge (no length)
-               VectorNormalize(edgedir);
-               // check if third point is on the edge (colinear)
-               d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
-               VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
-               if (VectorLength2(temp) < 0.0001f)
-                       continue; // third point colinear with first edge
-               // valid triangle (no colinear points, no duplicate points)
+               VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
+               VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
+               CrossProduct(edgedir1, edgedir2, temp);
+               if (VectorLength2(temp) < 0.001f)
+                       continue; // degenerate triangle (no area)
+               // valid triangle (has area)
                VectorCopy(inelement3i, outelement3i);
                outelement3i += 3;
                outtriangles++;
@@ -1970,14 +2447,65 @@ void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firs
                *lastvertexpointer = lastvertex;
 }
 
+void Mod_MakeSortedSurfaces(dp_model_t *mod)
+{
+       // make an optimal set of texture-sorted batches to draw...
+       int j, t;
+       int *firstsurfacefortexture;
+       int *numsurfacesfortexture;
+       if (!mod->sortedmodelsurfaces)
+               mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
+       firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
+       numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
+       memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
+       for (j = 0;j < mod->nummodelsurfaces;j++)
+       {
+               const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
+               int t = (int)(surface->texture - mod->data_textures);
+               numsurfacesfortexture[t]++;
+       }
+       j = 0;
+       for (t = 0;t < mod->num_textures;t++)
+       {
+               firstsurfacefortexture[t] = j;
+               j += numsurfacesfortexture[t];
+       }
+       for (j = 0;j < mod->nummodelsurfaces;j++)
+       {
+               const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
+               int t = (int)(surface->texture - mod->data_textures);
+               mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
+       }
+       Mem_Free(firstsurfacefortexture);
+       Mem_Free(numsurfacesfortexture);
+}
+
 static void Mod_BuildVBOs(void)
 {
-       if (!gl_support_arb_vertex_buffer_object)
+       if (developer.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
+       {
+               int i;
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+               {
+                       if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
+                       {
+                               Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
+                               loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+                       }
+               }
+       }
+
+       if (!vid.support.arb_vertex_buffer_object)
                return;
 
        // element buffer is easy because it's just one array
        if (loadmodel->surfmesh.num_triangles)
-               loadmodel->surfmesh.ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name);
+       {
+               if (loadmodel->surfmesh.data_element3s)
+                       loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name);
+               else
+                       loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name);
+       }
 
        // vertex buffer is several arrays and we put them in the same buffer
        //
@@ -2008,3 +2536,1293 @@ static void Mod_BuildVBOs(void)
                Mem_Free(mem);
        }
 }
+
+static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
+{
+       int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
+       int a, b, c;
+       const char *texname;
+       const int *e;
+       const float *v, *vn, *vt;
+       size_t l;
+       size_t outbufferpos = 0;
+       size_t outbuffermax = 0x100000;
+       char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
+       const msurface_t *surface;
+       const int maxtextures = 256;
+       char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
+
+       // construct the mtllib file
+       l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
+       if (l > 0)
+               outbufferpos += l;
+       for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
+       {
+               countsurfaces++;
+               countvertices += surface->num_vertices;
+               countfaces += surface->num_triangles;
+               texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
+               for (textureindex = 0;textureindex < counttextures;textureindex++)
+                       if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
+                               break;
+               if (textureindex < counttextures)
+                       continue; // already wrote this material entry
+               if (textureindex >= maxtextures)
+                       continue; // just a precaution
+               textureindex = counttextures++;
+               strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
+               if (outbufferpos >= outbuffermax >> 1)
+               {
+                       outbuffermax *= 2;
+                       oldbuffer = outbuffer;
+                       outbuffer = (char *) Z_Malloc(outbuffermax);
+                       memcpy(outbuffer, oldbuffer, outbufferpos);
+                       Z_Free(oldbuffer);
+               }
+               l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "newmtl %s\nNs 96.078431\nKa 0 0 0\nKd 0.64 0.64 0.64\nKs 0.5 0.5 0.5\nNi 1\nd 1\nillum 2\nmap_Kd %s%s\n\n", texname, texname, strstr(texname, ".tga") ? "" : ".tga");
+               if (l > 0)
+                       outbufferpos += l;
+       }
+
+       // write the mtllib file
+       FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
+       outbufferpos = 0;
+
+       // construct the obj file
+       l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# model exported from %s by darkplaces engine\n# %i vertices, %i faces, %i surfaces\nmtllib %s\n", originalfilename, countvertices, countfaces, countsurfaces, mtlfilename);
+       if (l > 0)
+               outbufferpos += l;
+       for (vertexindex = 0, v = model->surfmesh.data_vertex3f, vn = model->surfmesh.data_normal3f, vt = model->surfmesh.data_texcoordtexture2f;vertexindex < model->surfmesh.num_vertices;vertexindex++, v += 3, vn += 3, vt += 2)
+       {
+               if (outbufferpos >= outbuffermax >> 1)
+               {
+                       outbuffermax *= 2;
+                       oldbuffer = outbuffer;
+                       outbuffer = (char *) Z_Malloc(outbuffermax);
+                       memcpy(outbuffer, oldbuffer, outbufferpos);
+                       Z_Free(oldbuffer);
+               }
+               l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[2], -v[1], vn[0], vn[2], -vn[1], vt[0], 1-vt[1]);
+               if (l > 0)
+                       outbufferpos += l;
+       }
+       for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
+       {
+               l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
+               if (l > 0)
+                       outbufferpos += l;
+               for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
+               {
+                       if (outbufferpos >= outbuffermax >> 1)
+                       {
+                               outbuffermax *= 2;
+                               oldbuffer = outbuffer;
+                               outbuffer = (char *) Z_Malloc(outbuffermax);
+                               memcpy(outbuffer, oldbuffer, outbufferpos);
+                               Z_Free(oldbuffer);
+                       }
+                       a = e[0]+1;
+                       b = e[2]+1;
+                       c = e[1]+1;
+                       l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,b,b,b,c,c,c);
+                       if (l > 0)
+                               outbufferpos += l;
+               }
+       }
+
+       // write the obj file
+       FS_WriteFile(filename, outbuffer, outbufferpos);
+
+       // clean up
+       Z_Free(outbuffer);
+       Z_Free(texturenames);
+
+       // print some stats
+       Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
+}
+
+static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
+{
+       int countnodes = 0, counttriangles = 0, countframes = 0;
+       int surfaceindex;
+       int triangleindex;
+       int transformindex;
+       int poseindex;
+       int cornerindex;
+       float modelscale;
+       const int *e;
+       const float *pose;
+       size_t l;
+       size_t outbufferpos = 0;
+       size_t outbuffermax = 0x100000;
+       char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
+       const msurface_t *surface;
+       l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
+       if (l > 0)
+               outbufferpos += l;
+       modelscale = 1;
+       if(model->num_poses >= 0)
+               modelscale = sqrt(model->data_poses[0] * model->data_poses[0] + model->data_poses[1] * model->data_poses[1] + model->data_poses[2] * model->data_poses[2]);
+       if(fabs(modelscale - 1) > 1e-4)
+       {
+               if(firstpose == 0) // only print the when writing the reference pose
+                       Con_Printf("The model has an old-style model scale of %f\n", modelscale);
+       }
+       else
+               modelscale = 1;
+       for (transformindex = 0;transformindex < model->num_bones;transformindex++)
+       {
+               if (outbufferpos >= outbuffermax >> 1)
+               {
+                       outbuffermax *= 2;
+                       oldbuffer = outbuffer;
+                       outbuffer = (char *) Z_Malloc(outbuffermax);
+                       memcpy(outbuffer, oldbuffer, outbufferpos);
+                       Z_Free(oldbuffer);
+               }
+               countnodes++;
+               l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
+               if (l > 0)
+                       outbufferpos += l;
+       }
+       l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
+       if (l > 0)
+               outbufferpos += l;
+       for (poseindex = 0, pose = model->data_poses + model->num_bones * 12 * firstpose;poseindex < numposes;poseindex++)
+       {
+               countframes++;
+               l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
+               if (l > 0)
+                       outbufferpos += l;
+               for (transformindex = 0;transformindex < model->num_bones;transformindex++, pose += 12)
+               {
+                       float a, b, c;
+                       float angles[3];
+                       float mtest[3][4];
+                       if (outbufferpos >= outbuffermax >> 1)
+                       {
+                               outbuffermax *= 2;
+                               oldbuffer = outbuffer;
+                               outbuffer = (char *) Z_Malloc(outbuffermax);
+                               memcpy(outbuffer, oldbuffer, outbufferpos);
+                               Z_Free(oldbuffer);
+                       }
+
+                       // strangely the smd angles are for a transposed matrix, so we
+                       // have to generate a transposed matrix, then convert that...
+                       mtest[0][0] = pose[ 0];
+                       mtest[0][1] = pose[ 4];
+                       mtest[0][2] = pose[ 8];
+                       mtest[0][3] = pose[ 3];
+                       mtest[1][0] = pose[ 1];
+                       mtest[1][1] = pose[ 5];
+                       mtest[1][2] = pose[ 9];
+                       mtest[1][3] = pose[ 7];
+                       mtest[2][0] = pose[ 2];
+                       mtest[2][1] = pose[ 6];
+                       mtest[2][2] = pose[10];
+                       mtest[2][3] = pose[11];
+                       AnglesFromVectors(angles, mtest[0], mtest[2], false);
+                       if (angles[0] >= 180) angles[0] -= 360;
+                       if (angles[1] >= 180) angles[1] -= 360;
+                       if (angles[2] >= 180) angles[2] -= 360;
+
+                       a = DEG2RAD(angles[ROLL]);
+                       b = DEG2RAD(angles[PITCH]);
+                       c = DEG2RAD(angles[YAW]);
+
+#if 0
+{
+                       float cy, sy, cp, sp, cr, sr;
+                       float test[3][4];
+                       // smd matrix construction, for comparing to non-transposed m
+                       sy = sin(c);
+                       cy = cos(c);
+                       sp = sin(b);
+                       cp = cos(b);
+                       sr = sin(a);
+                       cr = cos(a);
+
+                       test[0][0] = cp*cy;
+                       test[1][0] = cp*sy;
+                       test[2][0] = -sp;
+                       test[0][1] = sr*sp*cy+cr*-sy;
+                       test[1][1] = sr*sp*sy+cr*cy;
+                       test[2][1] = sr*cp;
+                       test[0][2] = (cr*sp*cy+-sr*-sy);
+                       test[1][2] = (cr*sp*sy+-sr*cy);
+                       test[2][2] = cr*cp;
+                       test[0][3] = pose[3];
+                       test[1][3] = pose[7];
+                       test[2][3] = pose[11];
+}
+#endif
+                       l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, pose[3] * modelscale, pose[7] * modelscale, pose[11] * modelscale, DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
+                       if (l > 0)
+                               outbufferpos += l;
+               }
+       }
+       l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
+       if (l > 0)
+               outbufferpos += l;
+       if (writetriangles)
+       {
+               l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
+               if (l > 0)
+                       outbufferpos += l;
+               for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
+               {
+                       for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
+                       {
+                               counttriangles++;
+                               if (outbufferpos >= outbuffermax >> 1)
+                               {
+                                       outbuffermax *= 2;
+                                       oldbuffer = outbuffer;
+                                       outbuffer = (char *) Z_Malloc(outbuffermax);
+                                       memcpy(outbuffer, oldbuffer, outbufferpos);
+                                       Z_Free(oldbuffer);
+                               }
+                               l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
+                               if (l > 0)
+                                       outbufferpos += l;
+                               for (cornerindex = 0;cornerindex < 3;cornerindex++)
+                               {
+                                       const int index = e[2-cornerindex];
+                                       const float *v = model->surfmesh.data_vertex3f + index * 3;
+                                       const float *vn = model->surfmesh.data_normal3f + index * 3;
+                                       const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
+                                       const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
+                                       const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
+                                            if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1], wi[2], wf[2], wi[3], wf[3]);
+                                       else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n"      , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1], wi[2], wf[2]);
+                                       else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n"            , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1]);
+                                       else            l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n"                          , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
+                                       if (l > 0)
+                                               outbufferpos += l;
+                               }
+                       }
+               }
+               l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
+               if (l > 0)
+                       outbufferpos += l;
+       }
+
+       FS_WriteFile(filename, outbuffer, outbufferpos);
+       Z_Free(outbuffer);
+
+       Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
+}
+
+/*
+================
+Mod_Decompile_f
+
+decompiles a model to editable files
+================
+*/
+static void Mod_Decompile_f(void)
+{
+       int i, j, k, l, first, count;
+       dp_model_t *mod;
+       char inname[MAX_QPATH];
+       char outname[MAX_QPATH];
+       char mtlname[MAX_QPATH];
+       char basename[MAX_QPATH];
+       char animname[MAX_QPATH];
+       char animname2[MAX_QPATH];
+       char zymtextbuffer[16384];
+       char dpmtextbuffer[16384];
+       int zymtextsize = 0;
+       int dpmtextsize = 0;
+
+       if (Cmd_Argc() != 2)
+       {
+               Con_Print("usage: modeldecompile <filename>\n");
+               return;
+       }
+
+       strlcpy(inname, Cmd_Argv(1), sizeof(inname));
+       FS_StripExtension(inname, basename, sizeof(basename));
+
+       mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
+       if (mod->brush.submodel)
+       {
+               // if we're decompiling a submodel, be sure to give it a proper name based on its parent
+               FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
+               dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
+               outname[0] = 0;
+       }
+       if (!mod)
+       {
+               Con_Print("No such model\n");
+               return;
+       }
+       if (!mod->surfmesh.num_triangles)
+       {
+               Con_Print("Empty model (or sprite)\n");
+               return;
+       }
+
+       // export OBJ if possible (not on sprites)
+       if (mod->surfmesh.num_triangles)
+       {
+               dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
+               dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
+               Mod_Decompile_OBJ(mod, outname, mtlname, inname);
+       }
+
+       // export SMD if possible (only for skeletal models)
+       if (mod->surfmesh.num_triangles && mod->num_bones)
+       {
+               dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
+               Mod_Decompile_SMD(mod, outname, 0, 1, true);
+               l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
+               if (l > 0) zymtextsize += l;
+               l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
+               if (l > 0) dpmtextsize += l;
+               for (i = 0;i < mod->numframes;i = j)
+               {
+                       strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
+                       first = mod->animscenes[i].firstframe;
+                       if (mod->animscenes[i].framecount > 1)
+                       {
+                               // framegroup anim
+                               count = mod->animscenes[i].framecount;
+                               j = i + 1;
+                       }
+                       else
+                       {
+                               // individual frame
+                               // check for additional frames with same name
+                               for (l = 0, k = strlen(animname);animname[l];l++)
+                                       if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
+                                               k = l + 1;
+                               animname[k] = 0;
+                               count = mod->num_poses - first;
+                               for (j = i + 1;j < mod->numframes;j++)
+                               {
+                                       strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
+                                       for (l = 0, k = strlen(animname2);animname2[l];l++)
+                                               if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
+                                                       k = l + 1;
+                                       animname2[k] = 0;
+                                       if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
+                                       {
+                                               count = mod->animscenes[j].firstframe - first;
+                                               break;
+                                       }
+                               }
+                               // if it's only one frame, use the original frame name
+                               if (j == i + 1)
+                                       strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
+                               
+                       }
+                       dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
+                       Mod_Decompile_SMD(mod, outname, first, count, false);
+                       if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
+                       {
+                               l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
+                               if (l > 0) zymtextsize += l;
+                       }
+                       if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
+                       {
+                               l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
+                               if (l > 0) dpmtextsize += l;
+                       }
+               }
+               if (zymtextsize)
+                       FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
+               if (dpmtextsize)
+                       FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
+       }
+}
+
+void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
+{
+       int y;
+       memset(state, 0, sizeof(*state));
+       state->width = width;
+       state->height = height;
+       state->currentY = 0;
+       state->rows = Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
+       for (y = 0;y < state->height;y++)
+       {
+               state->rows[y].currentX = 0;
+               state->rows[y].rowY = -1;
+       }
+}
+
+void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
+{
+       int y;
+       state->currentY = 0;
+       for (y = 0;y < state->height;y++)
+       {
+               state->rows[y].currentX = 0;
+               state->rows[y].rowY = -1;
+       }
+}
+
+void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
+{
+       if (state->rows)
+               Mem_Free(state->rows);
+       memset(state, 0, sizeof(*state));
+}
+
+qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
+{
+       mod_alloclightmap_row_t *row;
+       int y;
+
+       row = state->rows + blockheight;
+       if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
+       {
+               if (state->currentY + blockheight <= state->height)
+               {
+                       // use the current allocation position
+                       row->rowY = state->currentY;
+                       row->currentX = 0;
+                       state->currentY += blockheight;
+               }
+               else
+               {
+                       // find another position
+                       for (y = blockheight;y < state->height;y++)
+                       {
+                               if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
+                               {
+                                       row = state->rows + y;
+                                       break;
+                               }
+                       }
+                       if (y == state->height)
+                               return false;
+               }
+       }
+       *outy = row->rowY;
+       *outx = row->currentX;
+       row->currentX += blockwidth;
+
+       return true;
+}
+
+typedef struct lightmapsample_s
+{
+       float pos[3];
+       float sh1[4][3];
+       float *vertex_color;
+       unsigned char *lm_bgr;
+       unsigned char *lm_dir;
+}
+lightmapsample_t;
+
+typedef struct lightmapvertex_s
+{
+       int index;
+       float pos[3];
+       float normal[3];
+       float texcoordbase[2];
+       float texcoordlightmap[2];
+       float lightcolor[4];
+}
+lightmapvertex_t;
+
+typedef struct lightmaptriangle_s
+{
+       int triangleindex;
+       int surfaceindex;
+       int lightmapindex;
+       int axis;
+       int lmoffset[2];
+       int lmsize[2];
+       // 2D modelspace coordinates of min corner
+       // snapped to lightmap grid but not in grid coordinates
+       float lmbase[2];
+       // 2D modelspace to lightmap coordinate scale
+       float lmscale[2];
+       float vertex[3][3];
+       float mins[3];
+       float maxs[3];
+}
+lightmaptriangle_t;
+
+typedef struct lightmaplight_s
+{
+       float origin[3];
+       float radius;
+       float iradius;
+       float radius2;
+       float color[3];
+       svbsp_t svbsp;
+}
+lightmaplight_t;
+
+lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
+
+#define MAX_LIGHTMAPSAMPLES 64
+static int mod_generatelightmaps_numoffsets[3];
+static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
+
+static int mod_generatelightmaps_numlights;
+static lightmaplight_t *mod_generatelightmaps_lightinfo;
+
+static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
+{
+       int surfaceindex;
+       int triangleindex;
+       const msurface_t *surface;
+       const float *vertex3f = model->surfmesh.data_vertex3f;
+       const int *element3i = model->surfmesh.data_element3i;
+       const int *e;
+       double v2[3][3];
+       for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
+       {
+               if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
+                       continue;
+               if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+                       continue;
+               for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
+               {
+                       VectorCopy(vertex3f + 3*e[0], v2[0]);
+                       VectorCopy(vertex3f + 3*e[1], v2[1]);
+                       VectorCopy(vertex3f + 3*e[2], v2[2]);
+                       SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
+               }
+       }
+}
+
+static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
+{
+       int maxnodes = 1<<14;
+       svbsp_node_t *nodes;
+       double origin[3];
+       float mins[3];
+       float maxs[3];
+       svbsp_t svbsp;
+       VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
+       VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
+       VectorCopy(lightinfo->origin, origin);
+       nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
+       for (;;)
+       {
+               SVBSP_Init(&svbsp, origin, maxnodes, nodes);
+               Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
+               if (svbsp.ranoutofnodes)
+               {
+                       maxnodes *= 2;
+                       if (maxnodes >= 1<<22)
+                       {
+                               Mem_Free(nodes);
+                               return;
+                       }
+                       Mem_Free(nodes);
+                       nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
+               }
+               else
+                       break;
+       }
+       if (svbsp.numnodes > 0)
+       {
+               svbsp.nodes = Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
+               memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
+               lightinfo->svbsp = svbsp;
+       }
+       Mem_Free(nodes);
+}
+
+extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
+static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
+{
+       int index;
+       int result;
+       lightmaplight_t *lightinfo;
+       float origin[3];
+       float radius;
+       float color[3];
+       mod_generatelightmaps_numlights = 0;
+       for (index = 0;;index++)
+       {
+               result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
+               if (result < 0)
+                       break;
+               if (result > 0)
+                       mod_generatelightmaps_numlights++;
+       }
+       if (mod_generatelightmaps_numlights > 0)
+       {
+               mod_generatelightmaps_lightinfo = Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
+               lightinfo = mod_generatelightmaps_lightinfo;
+               for (index = 0;;index++)
+               {
+                       result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
+                       if (result < 0)
+                               break;
+                       if (result > 0)
+                               lightinfo++;
+               }
+       }
+       for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
+       {
+               lightinfo->iradius = 1.0f / lightinfo->radius;
+               lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
+               // TODO: compute svbsp
+               Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
+       }
+}
+
+static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
+{
+       int i;
+       if (mod_generatelightmaps_lightinfo)
+       {
+               for (i = 0;i < mod_generatelightmaps_numlights;i++)
+                       if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
+                               Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
+               Mem_Free(mod_generatelightmaps_lightinfo);
+       }
+       mod_generatelightmaps_lightinfo = NULL;
+       mod_generatelightmaps_numlights = 0;
+}
+
+static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
+{
+       const svbsp_node_t *node;
+       const svbsp_node_t *nodes = svbsp->nodes;
+       int num = 0;
+       while (num >= 0)
+       {
+               node = nodes + num;
+               num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
+       }
+       return num == -1; // true if empty, false if solid (shadowed)
+}
+
+extern cvar_t r_shadow_lightattenuationdividebias;
+extern cvar_t r_shadow_lightattenuationlinearscale;
+static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
+{
+       int i;
+       float relativepoint[3];
+       float color[3];
+       float offsetpos[3];
+       float dist;
+       float dist2;
+       float intensity;
+       int offsetindex;
+       int hits;
+       int tests;
+       const lightmaplight_t *lightinfo;
+       trace_t trace;
+       for (i = 0;i < 5*3;i++)
+               sample[i] = 0.0f;
+       for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
+       {
+               //R_SampleRTLights(pos, sample, numoffsets, offsets);
+               VectorSubtract(lightinfo->origin, pos, relativepoint);
+               // don't accept light from behind a surface, it causes bad shading
+               if (normal && DotProduct(relativepoint, normal) <= 0)
+                       continue;
+               dist2 = VectorLength2(relativepoint);
+               if (dist2 >= lightinfo->radius2)
+                       continue;
+               dist = sqrt(dist2) * lightinfo->iradius;
+               intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
+               if (intensity <= 0)
+                       continue;
+               if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
+               {
+                       hits = 0;
+                       tests = 1;
+                       if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
+                               hits++;
+                       for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
+                       {
+                               VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
+                               if (!normal)
+                               {
+                                       // for light grid we'd better check visibility of the offset point
+                                       cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
+                                       if (trace.fraction < 1)
+                                               VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
+                               }
+                               tests++;
+                               if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
+                                       hits++;
+                       }
+                       if (!hits)
+                               continue;
+                       // scale intensity according to how many rays succeeded
+                       // we know one test is valid, half of the rest will fail...
+                       //if (normal && tests > 1)
+                       //      intensity *= (tests - 1.0f) / tests;
+                       intensity *= (float)hits / tests;
+               }
+               // scale down intensity to add to both ambient and diffuse
+               //intensity *= 0.5f;
+               VectorNormalize(relativepoint);
+               VectorScale(lightinfo->color, intensity, color);
+               VectorMA(sample    , 0.5f            , color, sample    );
+               VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+               VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+               VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+               // calculate a weighted average light direction as well
+               intensity *= VectorLength(color);
+               VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+       }
+}
+
+static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
+{
+       float sample[5*3];
+       float color[3];
+       float dir[3];
+       float f;
+       Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
+       //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
+       VectorCopy(sample + 12, dir);
+       VectorNormalize(dir);
+       //VectorAdd(dir, normal, dir);
+       //VectorNormalize(dir);
+       f = DotProduct(dir, normal);
+       f = max(0, f) * 255.0f;
+       VectorScale(sample, f, color);
+       //VectorCopy(normal, dir);
+       VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
+       lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
+       lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
+       lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
+       lm_bgr[3] = 255;
+       lm_dir[0] = (unsigned char)dir[2];
+       lm_dir[1] = (unsigned char)dir[1];
+       lm_dir[2] = (unsigned char)dir[0];
+       lm_dir[3] = 255;
+}
+
+static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
+{
+       float sample[5*3];
+       Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
+       VectorCopy(sample, vertex_color);
+}
+
+static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
+{
+       float sample[5*3];
+       float ambient[3];
+       float diffuse[3];
+       float dir[3];
+       Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
+       // calculate the direction we'll use to reduce the sample to a directional light source
+       VectorCopy(sample + 12, dir);
+       //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
+       VectorNormalize(dir);
+       // extract the diffuse color along the chosen direction and scale it
+       diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
+       diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
+       diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
+       // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
+       VectorScale(sample, 127.5f, ambient);
+       VectorMA(ambient, -0.333f, diffuse, ambient);
+       // encode to the grid format
+       s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
+       s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
+       s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
+       s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
+       s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
+       s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
+       if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
+       else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
+       else {s->diffusepitch = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffuseyaw = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
+}
+
+static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
+{
+       float radius[3];
+       float temp[3];
+       int i, j;
+       memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
+       mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
+       mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
+       mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
+       radius[0] = mod_generatelightmaps_lightmapradius.value;
+       radius[1] = mod_generatelightmaps_vertexradius.value;
+       radius[2] = mod_generatelightmaps_gridradius.value;
+       for (i = 0;i < 3;i++)
+       {
+               for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
+               {
+                       VectorRandom(temp);
+                       VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
+               }
+       }
+}
+
+static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
+{
+       msurface_t *surface;
+       int surfaceindex;
+       int i;
+       for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
+       {
+               surface = model->data_surfaces + surfaceindex;
+               surface->lightmaptexture = NULL;
+               surface->deluxemaptexture = NULL;
+       }
+       if (model->brushq3.data_lightmaps)
+       {
+               for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
+                       R_FreeTexture(model->brushq3.data_lightmaps[i]);
+               Mem_Free(model->brushq3.data_lightmaps);
+               model->brushq3.data_lightmaps = NULL;
+       }
+       if (model->brushq3.data_deluxemaps)
+       {
+               for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
+                       R_FreeTexture(model->brushq3.data_deluxemaps[i]);
+               Mem_Free(model->brushq3.data_deluxemaps);
+               model->brushq3.data_deluxemaps = NULL;
+       }
+}
+
+static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
+{
+       msurface_t *surface;
+       int surfaceindex;
+       int vertexindex;
+       int outvertexindex;
+       int i;
+       const int *e;
+       surfmesh_t oldsurfmesh;
+       size_t size;
+       unsigned char *data;
+       oldsurfmesh = model->surfmesh;
+       model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
+       model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
+       size = 0;
+       size += model->surfmesh.num_vertices * sizeof(float[3]);
+       size += model->surfmesh.num_vertices * sizeof(float[3]);
+       size += model->surfmesh.num_vertices * sizeof(float[3]);
+       size += model->surfmesh.num_vertices * sizeof(float[3]);
+       size += model->surfmesh.num_vertices * sizeof(float[2]);
+       size += model->surfmesh.num_vertices * sizeof(float[2]);
+       size += model->surfmesh.num_vertices * sizeof(float[4]);
+       data = (unsigned char *)Mem_Alloc(model->mempool, size);
+       model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
+       model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
+       model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
+       model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
+       model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
+       model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
+       model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
+       if (model->surfmesh.num_vertices > 65536)
+               model->surfmesh.data_element3s = NULL;
+
+       if (model->surfmesh.vbo)
+               R_Mesh_DestroyBufferObject(model->surfmesh.vbo);
+       model->surfmesh.vbo = 0;
+       if (model->surfmesh.ebo3i)
+               R_Mesh_DestroyBufferObject(model->surfmesh.ebo3i);
+       model->surfmesh.ebo3i = 0;
+       if (model->surfmesh.ebo3s)
+               R_Mesh_DestroyBufferObject(model->surfmesh.ebo3s);
+       model->surfmesh.ebo3s = 0;
+
+       // convert all triangles to unique vertex data
+       outvertexindex = 0;
+       for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
+       {
+               surface = model->data_surfaces + surfaceindex;
+               surface->num_firstvertex = outvertexindex;
+               surface->num_vertices = surface->num_triangles*3;
+               e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
+               for (i = 0;i < surface->num_triangles*3;i++)
+               {
+                       vertexindex = e[i];
+                       model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
+                       model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
+                       model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
+                       model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
+                       model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
+                       model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
+                       model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
+                       model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
+                       model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
+                       model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
+                       model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
+                       model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
+                       model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
+                       model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
+                       model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
+                       model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
+                       model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
+                       model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
+                       model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
+                       model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
+                       model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
+                       outvertexindex++;
+               }
+       }
+       if (model->surfmesh.data_element3s)
+               for (i = 0;i < model->surfmesh.num_triangles*3;i++)
+                       model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
+
+       // find and update all submodels to use this new surfmesh data
+       for (i = 0;i < model->brush.numsubmodels;i++)
+               model->brush.submodels[i]->surfmesh = model->surfmesh;
+}
+
+static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
+{
+       msurface_t *surface;
+       int surfaceindex;
+       int i;
+       int axis;
+       float normal[3];
+       const int *e;
+       lightmaptriangle_t *triangle;
+       // generate lightmap triangle structs
+       mod_generatelightmaps_lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
+       for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
+       {
+               surface = model->data_surfaces + surfaceindex;
+               e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
+               for (i = 0;i < surface->num_triangles;i++)
+               {
+                       triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
+                       triangle->triangleindex = surface->num_firsttriangle+i;
+                       triangle->surfaceindex = surfaceindex;
+                       VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
+                       VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
+                       VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
+                       // calculate bounds of triangle
+                       triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
+                       triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
+                       triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
+                       triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
+                       triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
+                       triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
+                       // pick an axial projection based on the triangle normal
+                       TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
+                       axis = 0;
+                       if (fabs(normal[1]) > fabs(normal[axis]))
+                               axis = 1;
+                       if (fabs(normal[2]) > fabs(normal[axis]))
+                               axis = 2;
+                       triangle->axis = axis;
+               }
+       }
+}
+
+static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
+{
+       if (mod_generatelightmaps_lightmaptriangles)
+               Mem_Free(mod_generatelightmaps_lightmaptriangles);
+       mod_generatelightmaps_lightmaptriangles = NULL;
+}
+
+float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
+
+static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
+{
+       msurface_t *surface;
+       int surfaceindex;
+       int lightmapindex;
+       int lightmapnumber;
+       int i;
+       int j;
+       int k;
+       int x;
+       int y;
+       int axis;
+       int axis1;
+       int axis2;
+       int retry;
+       int pixeloffset;
+       float trianglenormal[3];
+       float samplecenter[3];
+       float samplenormal[3];
+       float temp[3];
+       float lmiscale[2];
+       float slopex;
+       float slopey;
+       float slopebase;
+       float lmscalepixels;
+       float lmmins;
+       float lmmaxs;
+       float lm_basescalepixels;
+       int lm_borderpixels;
+       int lm_texturesize;
+       int lm_maxpixels;
+       const int *e;
+       lightmaptriangle_t *triangle;
+       unsigned char *lightmappixels;
+       unsigned char *deluxemappixels;
+       mod_alloclightmap_state_t lmstate;
+
+       // generate lightmap projection information for all triangles
+       if (model->texturepool == NULL)
+               model->texturepool = R_AllocTexturePool();
+       lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
+       lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
+       lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
+       lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
+       Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
+       lightmapnumber = 0;
+       for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
+       {
+               surface = model->data_surfaces + surfaceindex;
+               e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
+               lmscalepixels = lm_basescalepixels;
+               for (retry = 0;retry < 30;retry++)
+               {
+                       // after a couple failed attempts, degrade quality to make it fit
+                       if (retry > 1)
+                               lmscalepixels *= 0.5f;
+                       for (i = 0;i < surface->num_triangles;i++)
+                       {
+                               triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
+                               triangle->lightmapindex = lightmapnumber;
+                               // calculate lightmap bounds in 3D pixel coordinates, limit size,
+                               // pick two planar axes for projection
+                               // lightmap coordinates here are in pixels
+                               // lightmap projections are snapped to pixel grid explicitly, such
+                               // that two neighboring triangles sharing an edge and projection
+                               // axis will have identical sampl espacing along their shared edge
+                               k = 0;
+                               for (j = 0;j < 3;j++)
+                               {
+                                       if (j == triangle->axis)
+                                               continue;
+                                       lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
+                                       lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
+                                       triangle->lmsize[k] = (int)(lmmaxs-lmmins);
+                                       triangle->lmbase[k] = lmmins/lmscalepixels;
+                                       triangle->lmscale[k] = lmscalepixels;
+                                       k++;
+                               }
+                               if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
+                                       break;
+                       }
+                       // if all fit in this texture, we're done with this surface
+                       if (i == surface->num_triangles)
+                               break;
+                       // if we haven't maxed out the lightmap size yet, we retry the
+                       // entire surface batch...
+                       if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
+                       {
+                               lm_texturesize *= 2;
+                               surfaceindex = -1;
+                               lightmapnumber = 0;
+                               Mod_AllocLightmap_Free(&lmstate);
+                               Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
+                               break;
+                       }
+                       // if we have maxed out the lightmap size, and this triangle does
+                       // not fit in the same texture as the rest of the surface, we have
+                       // to retry the entire surface in a new texture (can only use one)
+                       // with multiple retries, the lightmap quality degrades until it
+                       // fits (or gives up)
+                       if (surfaceindex > 0)
+                               lightmapnumber++;
+                       Mod_AllocLightmap_Reset(&lmstate);
+               }
+       }
+       lightmapnumber++;
+       Mod_AllocLightmap_Free(&lmstate);
+
+       // now together lightmap textures
+       model->brushq3.deluxemapping_modelspace = true;
+       model->brushq3.deluxemapping = true;
+       model->brushq3.num_mergedlightmaps = lightmapnumber;
+       model->brushq3.data_lightmaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
+       model->brushq3.data_deluxemaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
+       lightmappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
+       deluxemappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
+       for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
+       {
+               surface = model->data_surfaces + surfaceindex;
+               e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
+               for (i = 0;i < surface->num_triangles;i++)
+               {
+                       triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
+                       TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
+                       VectorNormalize(trianglenormal);
+                       VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
+                       axis = triangle->axis;
+                       axis1 = axis == 0 ? 1 : 0;
+                       axis2 = axis == 2 ? 1 : 2;
+                       lmiscale[0] = 1.0f / triangle->lmscale[0];
+                       lmiscale[1] = 1.0f / triangle->lmscale[1];
+                       if (trianglenormal[axis] < 0)
+                               VectorNegate(trianglenormal, trianglenormal);
+                       CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
+                       CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
+                       slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
+                       for (j = 0;j < 3;j++)
+                       {
+                               float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
+                               t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
+                               t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
+#if 0
+                               samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
+                               samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
+                               samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
+                               Con_Printf("%f:%f %f:%f %f:%f = %f %f\n", triangle->vertex[j][axis1], samplecenter[axis1], triangle->vertex[j][axis2], samplecenter[axis2], triangle->vertex[j][axis], samplecenter[axis], t2f[0], t2f[1]);
+#endif
+                       }
+
+#if 0
+                       switch (axis)
+                       {
+                       default:
+                       case 0:
+                               forward[0] = 0;
+                               forward[1] = 1.0f / triangle->lmscale[0];
+                               forward[2] = 0;
+                               left[0] = 0;
+                               left[1] = 0;
+                               left[2] = 1.0f / triangle->lmscale[1];
+                               up[0] = 1.0f;
+                               up[1] = 0;
+                               up[2] = 0;
+                               origin[0] = 0;
+                               origin[1] = triangle->lmbase[0];
+                               origin[2] = triangle->lmbase[1];
+                               break;
+                       case 1:
+                               forward[0] = 1.0f / triangle->lmscale[0];
+                               forward[1] = 0;
+                               forward[2] = 0;
+                               left[0] = 0;
+                               left[1] = 0;
+                               left[2] = 1.0f / triangle->lmscale[1];
+                               up[0] = 0;
+                               up[1] = 1.0f;
+                               up[2] = 0;
+                               origin[0] = triangle->lmbase[0];
+                               origin[1] = 0;
+                               origin[2] = triangle->lmbase[1];
+                               break;
+                       case 2:
+                               forward[0] = 1.0f / triangle->lmscale[0];
+                               forward[1] = 0;
+                               forward[2] = 0;
+                               left[0] = 0;
+                               left[1] = 1.0f / triangle->lmscale[1];
+                               left[2] = 0;
+                               up[0] = 0;
+                               up[1] = 0;
+                               up[2] = 1.0f;
+                               origin[0] = triangle->lmbase[0];
+                               origin[1] = triangle->lmbase[1];
+                               origin[2] = 0;
+                               break;
+                       }
+                       Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
+#endif
+#define LM_DIST_EPSILON (1.0f / 32.0f)
+                       for (y = 0;y < triangle->lmsize[1];y++)
+                       {
+                               pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
+                               for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
+                               {
+                                       samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
+                                       samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
+                                       samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
+                                       VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
+                                       Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
+                               }
+                       }
+               }
+       }
+
+       for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
+       {
+               model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+               model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+       }
+
+       if (lightmappixels)
+               Mem_Free(lightmappixels);
+       if (deluxemappixels)
+               Mem_Free(deluxemappixels);
+
+       for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
+       {
+               surface = model->data_surfaces + surfaceindex;
+               e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
+               if (!surface->num_triangles)
+                       continue;
+               lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
+               surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
+               surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
+       }
+}
+
+static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
+{
+       int i;
+       for (i = 0;i < model->surfmesh.num_vertices;i++)
+               Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
+}
+
+static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
+{
+       int x;
+       int y;
+       int z;
+       int index = 0;
+       float pos[3];
+       for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
+       {
+               pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
+               for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
+               {
+                       pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
+                       for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
+                       {
+                               pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
+                               Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
+                       }
+               }
+       }
+}
+
+extern cvar_t mod_q3bsp_nolightmaps;
+static void Mod_GenerateLightmaps(dp_model_t *model)
+{
+       //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
+       dp_model_t *oldloadmodel = loadmodel;
+       loadmodel = model;
+
+       Mod_GenerateLightmaps_InitSampleOffsets(model);
+       Mod_GenerateLightmaps_DestroyLightmaps(model);
+       Mod_GenerateLightmaps_UnweldTriangles(model);
+       Mod_GenerateLightmaps_CreateTriangleInformation(model);
+       Mod_GenerateLightmaps_CreateLights(model);
+       if(!mod_q3bsp_nolightmaps.integer)
+               Mod_GenerateLightmaps_CreateLightmaps(model);
+       Mod_GenerateLightmaps_UpdateVertexColors(model);
+       Mod_GenerateLightmaps_UpdateLightGrid(model);
+       Mod_GenerateLightmaps_DestroyLights(model);
+       Mod_GenerateLightmaps_DestroyTriangleInformation(model);
+
+       loadmodel = oldloadmodel;
+}
+
+static void Mod_GenerateLightmaps_f(void)
+{
+       if (Cmd_Argc() != 1)
+       {
+               Con_Printf("usage: mod_generatelightmaps\n");
+               return;
+       }
+       if (!cl.worldmodel)
+       {
+               Con_Printf("no worldmodel loaded\n");
+               return;
+       }
+       Mod_GenerateLightmaps(cl.worldmodel);
+}