2 Copyright (C) 1999-2007 id Software, Inc. and contributors.
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3 For a list of contributors, see the accompanying CONTRIBUTORS file.
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5 This file is part of GtkRadiant.
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7 GtkRadiant is free software; you can redistribute it and/or modify
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8 it under the terms of the GNU General Public License as published by
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9 the Free Software Foundation; either version 2 of the License, or
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10 (at your option) any later version.
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12 GtkRadiant is distributed in the hope that it will be useful,
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13 but WITHOUT ANY WARRANTY; without even the implied warranty of
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14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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15 GNU General Public License for more details.
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17 You should have received a copy of the GNU General Public License
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18 along with GtkRadiant; if not, write to the Free Software
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19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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21 ----------------------------------------------------------------------------------
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23 This code has been altered significantly from its original form, to support
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24 several games based on the Quake III Arena engine, in the form of "Q3Map2."
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26 ------------------------------------------------------------------------------- */
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31 #define CONVERT_ASE_C
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42 converts a bsp drawsurface to an ase chunk
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45 static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin )
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47 int i, v, face, a, b, c;
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53 /* ignore patches for now */
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54 if( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP )
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57 /* print object header for each dsurf */
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58 sprintf( name, "mat%dmodel%dsurf%d", ds->shaderNum, modelNum, surfaceNum );
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59 fprintf( f, "*GEOMOBJECT\t{\r\n" );
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60 fprintf( f, "\t*NODE_NAME\t\"%s\"\r\n", name );
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61 fprintf( f, "\t*NODE_TM\t{\r\n" );
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62 fprintf( f, "\t\t*NODE_NAME\t\"%s\"\r\n", name );
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63 fprintf( f, "\t\t*INHERIT_POS\t0\t0\t0\r\n" );
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64 fprintf( f, "\t\t*INHERIT_ROT\t0\t0\t0\r\n" );
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65 fprintf( f, "\t\t*INHERIT_SCL\t0\t0\t0\r\n" );
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66 fprintf( f, "\t\t*TM_ROW0\t1.0\t0\t0\r\n" );
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67 fprintf( f, "\t\t*TM_ROW1\t0\t1.0\t0\r\n" );
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68 fprintf( f, "\t\t*TM_ROW2\t0\t0\t1.0\r\n" );
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69 fprintf( f, "\t\t*TM_ROW3\t0\t0\t0\r\n" );
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70 fprintf( f, "\t\t*TM_POS\t%f\t%f\t%f\r\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
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71 fprintf( f, "\t}\r\n" );
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73 /* print mesh header */
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74 fprintf( f, "\t*MESH\t{\r\n" );
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75 fprintf( f, "\t\t*TIMEVALUE\t0\r\n" );
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76 fprintf( f, "\t\t*MESH_NUMVERTEX\t%d\r\n", ds->numVerts );
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77 fprintf( f, "\t\t*MESH_NUMFACES\t%d\r\n", ds->numIndexes / 3 );
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78 switch( ds->surfaceType )
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81 fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_PLANAR\"\r\n" );
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83 case MST_TRIANGLE_SOUP:
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84 fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_TRIANGLE_SOUP\"\r\n" );
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88 /* export vertex xyz */
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89 fprintf( f, "\t\t*MESH_VERTEX_LIST\t{\r\n" );
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90 for( i = 0; i < ds->numVerts; i++ )
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92 v = i + ds->firstVert;
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93 dv = &bspDrawVerts[ v ];
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94 fprintf( f, "\t\t\t*MESH_VERTEX\t%d\t%f\t%f\t%f\r\n", i, dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ] );
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96 fprintf( f, "\t\t}\r\n" );
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98 /* export vertex normals */
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99 fprintf( f, "\t\t*MESH_NORMALS\t{\r\n" );
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100 for( i = 0; i < ds->numIndexes; i += 3 )
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103 a = bspDrawIndexes[ i + ds->firstIndex ];
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104 b = bspDrawIndexes[ i + ds->firstIndex + 1 ];
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105 c = bspDrawIndexes[ i + ds->firstIndex + 2 ];
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106 VectorCopy( bspDrawVerts[ a ].normal, normal );
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107 VectorAdd( normal, bspDrawVerts[ b ].normal, normal );
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108 VectorAdd( normal, bspDrawVerts[ c ].normal, normal );
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109 if( VectorNormalize( normal, normal ) )
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110 fprintf( f, "\t\t\t*MESH_FACENORMAL\t%d\t%f\t%f\t%f\r\n", face, normal[ 0 ], normal[ 1 ], normal[ 2 ] );
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112 for( i = 0; i < ds->numVerts; i++ )
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114 v = i + ds->firstVert;
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115 dv = &bspDrawVerts[ v ];
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116 fprintf( f, "\t\t\t*MESH_VERTEXNORMAL\t%d\t%f\t%f\t%f\r\n", i, dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ] );
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118 fprintf( f, "\t\t}\r\n" );
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121 fprintf( f, "\t\t*MESH_FACE_LIST\t{\r\n" );
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122 for( i = 0; i < ds->numIndexes; i += 3 )
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125 a = bspDrawIndexes[ i + ds->firstIndex ];
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126 c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
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127 b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
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128 fprintf( f, "\t\t\t*MESH_FACE\t%d\tA:\t%d\tB:\t%d\tC:\t%d\tAB:\t1\tBC:\t1\tCA:\t1\t*MESH_SMOOTHING\t0\t*MESH_MTLID\t0\r\n",
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131 fprintf( f, "\t\t}\r\n" );
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133 /* export vertex st */
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134 fprintf( f, "\t\t*MESH_NUMTVERTEX\t%d\r\n", ds->numVerts );
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135 fprintf( f, "\t\t*MESH_TVERTLIST\t{\r\n" );
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136 for( i = 0; i < ds->numVerts; i++ )
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138 v = i + ds->firstVert;
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139 dv = &bspDrawVerts[ v ];
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140 fprintf( f, "\t\t\t*MESH_TVERT\t%d\t%f\t%f\t%f\r\n", i, dv->st[ 0 ], (1.0 - dv->st[ 1 ]), 1.0f );
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142 fprintf( f, "\t\t}\r\n" );
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144 /* export texture faces */
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145 fprintf( f, "\t\t*MESH_NUMTVFACES\t%d\r\n", ds->numIndexes / 3 );
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146 fprintf( f, "\t\t*MESH_TFACELIST\t{\r\n" );
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147 for( i = 0; i < ds->numIndexes; i += 3 )
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150 a = bspDrawIndexes[ i + ds->firstIndex ];
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151 c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
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152 b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
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153 fprintf( f, "\t\t\t*MESH_TFACE\t%d\t%d\t%d\t%d\r\n", face, a, b, c );
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155 fprintf( f, "\t\t}\r\n" );
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157 /* print mesh footer */
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158 fprintf( f, "\t}\r\n" );
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160 /* print object footer */
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161 fprintf( f, "\t*PROP_MOTIONBLUR\t0\r\n" );
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162 fprintf( f, "\t*PROP_CASTSHADOW\t1\r\n" );
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163 fprintf( f, "\t*PROP_RECVSHADOW\t1\r\n" );
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164 fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->shaderNum );
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165 fprintf( f, "}\r\n" );
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172 exports a bsp model to an ase chunk
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175 static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )
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178 bspDrawSurface_t *ds;
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181 /* go through each drawsurf in the model */
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182 for( i = 0; i < model->numBSPSurfaces; i++ )
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184 s = i + model->firstBSPSurface;
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185 ds = &bspDrawSurfaces[ s ];
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186 ConvertSurface( f, model, modelNum, ds, s, origin );
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194 exports a bsp shader to an ase chunk
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199 *MATERIAL_NAME "models/test/rock16l"
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200 *MATERIAL_CLASS "Standard"
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201 *MATERIAL_AMBIENT 0.5882 0.5882 0.5882
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202 *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
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203 *MATERIAL_SPECULAR 0.5882 0.5882 0.5882
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204 *MATERIAL_SHINE 0.0000
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205 *MATERIAL_SHINESTRENGTH 0.0000
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206 *MATERIAL_TRANSPARENCY 0.0000
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207 *MATERIAL_WIRESIZE 1.0000
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208 *MATERIAL_SHADING Phong
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209 *MATERIAL_XP_FALLOFF 0.0000
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210 *MATERIAL_SELFILLUM 0.0000
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211 *MATERIAL_FALLOFF In
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212 *MATERIAL_XP_TYPE Filter
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215 *MAP_CLASS "Bitmap"
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218 *BITMAP "models/test/rock16l"
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220 *UVW_U_OFFSET 0.0000
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221 *UVW_V_OFFSET 0.0000
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222 *UVW_U_TILING 1.0000
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223 *UVW_V_TILING 1.0000
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226 *UVW_BLUR_OFFSET 0.0000
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227 *UVW_NOUSE_AMT 1.0000
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228 *UVW_NOISE_SIZE 1.0000
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230 *UVW_NOISE_PHASE 0.0000
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231 *BITMAP_FILTER Pyramidal
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236 static void ConvertShader( FILE *f, bspShader_t *shader, int shaderNum )
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239 char *c, filename[ 1024 ];
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243 si = ShaderInfoForShader( shader->shader );
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246 Sys_Printf( "WARNING: NULL shader in BSP\n" );
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250 /* set bitmap filename */
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251 if( si->shaderImage->filename[ 0 ] != '*' )
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252 strcpy( filename, si->shaderImage->filename );
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254 sprintf( filename, "%s.tga", si->shader );
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255 for( c = filename; *c != '\0'; c++ )
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259 /* print shader info */
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260 fprintf( f, "\t*MATERIAL\t%d\t{\r\n", shaderNum );
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261 fprintf( f, "\t\t*MATERIAL_NAME\t\"%s\"\r\n", shader->shader );
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262 fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" );
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263 fprintf( f, "\t\t*MATERIAL_DIFFUSE\t%f\t%f\t%f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] );
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264 fprintf( f, "\t\t*MATERIAL_SHADING Phong\r\n" );
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266 /* print map info */
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267 fprintf( f, "\t\t*MAP_DIFFUSE\t{\r\n" );
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268 fprintf( f, "\t\t\t*MAP_NAME\t\"%s\"\r\n", shader->shader );
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269 fprintf( f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n");
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270 fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" );
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271 fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" );
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272 fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" );
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273 fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename );
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274 fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );
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275 fprintf( f, "\t\t}\r\n" );
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277 fprintf( f, "\t}\r\n" );
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284 exports an 3d studio ase file from the bsp
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287 int ConvertBSPToASE( char *bspName )
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291 bspShader_t *shader;
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296 char name[ 1024 ], base[ 1024 ];
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300 Sys_Printf( "--- Convert BSP to ASE ---\n" );
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302 /* create the ase filename from the bsp name */
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303 strcpy( name, bspName );
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304 StripExtension( name );
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305 strcat( name, ".ase" );
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306 Sys_Printf( "writing %s\n", name );
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308 ExtractFileBase( bspName, base );
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309 strcat( base, ".bsp" );
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312 f = fopen( name, "wb" );
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314 Error( "Open failed on %s\n", name );
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317 fprintf( f, "*3DSMAX_ASCIIEXPORT\t200\r\n" );
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318 fprintf( f, "*COMMENT\t\"Generated by Q3Map2 (ydnar) -convert -format ase\"\r\n" );
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319 fprintf( f, "*SCENE\t{\r\n" );
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320 fprintf( f, "\t*SCENE_FILENAME\t\"%s\"\r\n", base );
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321 fprintf( f, "\t*SCENE_FIRSTFRAME\t0\r\n" );
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322 fprintf( f, "\t*SCENE_LASTFRAME\t100\r\n" );
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323 fprintf( f, "\t*SCENE_FRAMESPEED\t30\r\n" );
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324 fprintf( f, "\t*SCENE_TICKSPERFRAME\t160\r\n" );
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325 fprintf( f, "\t*SCENE_BACKGROUND_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
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326 fprintf( f, "\t*SCENE_AMBIENT_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
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327 fprintf( f, "}\r\n" );
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329 /* print materials */
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330 fprintf( f, "*MATERIAL_LIST\t{\r\n" );
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331 fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders );
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332 for( i = 0; i < numBSPShaders; i++ )
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334 shader = &bspShaders[ i ];
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335 ConvertShader( f, shader, i );
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337 fprintf( f, "}\r\n" );
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339 /* walk entity list */
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340 for( i = 0; i < numEntities; i++ )
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342 /* get entity and model */
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343 e = &entities[ i ];
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348 key = ValueForKey( e, "model" );
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349 if( key[ 0 ] != '*' )
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351 modelNum = atoi( key + 1 );
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353 model = &bspModels[ modelNum ];
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355 /* get entity origin */
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356 key = ValueForKey( e, "origin" );
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357 if( key[ 0 ] == '\0' )
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358 VectorClear( origin );
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360 GetVectorForKey( e, "origin", origin );
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362 /* convert model */
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363 ConvertModel( f, model, modelNum, origin );
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366 /* close the file and return */
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369 /* return to sender */
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