-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA\r
-\r
-----------------------------------------------------------------------------------\r
-\r
-This code has been altered significantly from its original form, to support\r
-several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-\r
-\r
-/* marker */\r
-#define CONVERT_ASE_C\r
-\r
-\r
-\r
-/* dependencies */\r
-#include "q3map2.h"\r
-\r
-\r
-\r
-/*\r
-ConvertSurface()\r
-converts a bsp drawsurface to an ase chunk\r
-*/\r
-\r
-static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin )\r
-{\r
- int i, v, face, a, b, c;\r
- bspDrawVert_t *dv;\r
- vec3_t normal;\r
- char name[ 1024 ];\r
- \r
- \r
- /* ignore patches for now */\r
- if( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP )\r
- return;\r
- \r
- /* print object header for each dsurf */\r
- sprintf( name, "mat%dmodel%dsurf%d", ds->shaderNum, modelNum, surfaceNum );\r
- fprintf( f, "*GEOMOBJECT\t{\r\n" );\r
- fprintf( f, "\t*NODE_NAME\t\"%s\"\r\n", name );\r
- fprintf( f, "\t*NODE_TM\t{\r\n" );\r
- fprintf( f, "\t\t*NODE_NAME\t\"%s\"\r\n", name );\r
- fprintf( f, "\t\t*INHERIT_POS\t0\t0\t0\r\n" );\r
- fprintf( f, "\t\t*INHERIT_ROT\t0\t0\t0\r\n" );\r
- fprintf( f, "\t\t*INHERIT_SCL\t0\t0\t0\r\n" );\r
- fprintf( f, "\t\t*TM_ROW0\t1.0\t0\t0\r\n" );\r
- fprintf( f, "\t\t*TM_ROW1\t0\t1.0\t0\r\n" );\r
- fprintf( f, "\t\t*TM_ROW2\t0\t0\t1.0\r\n" );\r
- fprintf( f, "\t\t*TM_ROW3\t0\t0\t0\r\n" );\r
- fprintf( f, "\t\t*TM_POS\t%f\t%f\t%f\r\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );\r
- fprintf( f, "\t}\r\n" );\r
- \r
- /* print mesh header */\r
- fprintf( f, "\t*MESH\t{\r\n" );\r
- fprintf( f, "\t\t*TIMEVALUE\t0\r\n" );\r
- fprintf( f, "\t\t*MESH_NUMVERTEX\t%d\r\n", ds->numVerts );\r
- fprintf( f, "\t\t*MESH_NUMFACES\t%d\r\n", ds->numIndexes / 3 );\r
- switch( ds->surfaceType )\r
- {\r
- case MST_PLANAR:\r
- fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_PLANAR\"\r\n" );\r
- break;\r
- case MST_TRIANGLE_SOUP:\r
- fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_TRIANGLE_SOUP\"\r\n" );\r
- break;\r
- }\r
- \r
- /* export vertex xyz */\r
- fprintf( f, "\t\t*MESH_VERTEX_LIST\t{\r\n" );\r
- for( i = 0; i < ds->numVerts; i++ )\r
- {\r
- v = i + ds->firstVert;\r
- dv = &bspDrawVerts[ v ];\r
- 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 ] );\r
- }\r
- fprintf( f, "\t\t}\r\n" );\r
-\r
- /* export vertex normals */\r
- fprintf( f, "\t\t*MESH_NORMALS\t{\r\n" );\r
- for( i = 0; i < ds->numIndexes; i += 3 )\r
- {\r
- face = (i / 3);\r
- a = bspDrawIndexes[ i + ds->firstIndex ];\r
- b = bspDrawIndexes[ i + ds->firstIndex + 1 ];\r
- c = bspDrawIndexes[ i + ds->firstIndex + 2 ];\r
- VectorCopy( bspDrawVerts[ a ].normal, normal );\r
- VectorAdd( normal, bspDrawVerts[ b ].normal, normal );\r
- VectorAdd( normal, bspDrawVerts[ c ].normal, normal );\r
- if( VectorNormalize( normal, normal ) )\r
- fprintf( f, "\t\t\t*MESH_FACENORMAL\t%d\t%f\t%f\t%f\r\n", face, normal[ 0 ], normal[ 1 ], normal[ 2 ] );\r
- }\r
- for( i = 0; i < ds->numVerts; i++ )\r
- {\r
- v = i + ds->firstVert;\r
- dv = &bspDrawVerts[ v ];\r
- 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 ] );\r
- }\r
- fprintf( f, "\t\t}\r\n" );\r
- \r
- /* export faces */\r
- fprintf( f, "\t\t*MESH_FACE_LIST\t{\r\n" );\r
- for( i = 0; i < ds->numIndexes; i += 3 )\r
- {\r
- face = (i / 3);\r
- a = bspDrawIndexes[ i + ds->firstIndex ];\r
- c = bspDrawIndexes[ i + ds->firstIndex + 1 ];\r
- b = bspDrawIndexes[ i + ds->firstIndex + 2 ];\r
- 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",\r
- face, a, b, c );\r
- }\r
- fprintf( f, "\t\t}\r\n" );\r
- \r
- /* export vertex st */\r
- fprintf( f, "\t\t*MESH_NUMTVERTEX\t%d\r\n", ds->numVerts );\r
- fprintf( f, "\t\t*MESH_TVERTLIST\t{\r\n" );\r
- for( i = 0; i < ds->numVerts; i++ )\r
- {\r
- v = i + ds->firstVert;\r
- dv = &bspDrawVerts[ v ];\r
- 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 );\r
- }\r
- fprintf( f, "\t\t}\r\n" );\r
- \r
- /* export texture faces */\r
- fprintf( f, "\t\t*MESH_NUMTVFACES\t%d\r\n", ds->numIndexes / 3 );\r
- fprintf( f, "\t\t*MESH_TFACELIST\t{\r\n" );\r
- for( i = 0; i < ds->numIndexes; i += 3 )\r
- {\r
- face = (i / 3);\r
- a = bspDrawIndexes[ i + ds->firstIndex ];\r
- c = bspDrawIndexes[ i + ds->firstIndex + 1 ];\r
- b = bspDrawIndexes[ i + ds->firstIndex + 2 ];\r
- fprintf( f, "\t\t\t*MESH_TFACE\t%d\t%d\t%d\t%d\r\n", face, a, b, c );\r
- }\r
- fprintf( f, "\t\t}\r\n" );\r
- \r
- /* print mesh footer */\r
- fprintf( f, "\t}\r\n" );\r
-\r
- /* print object footer */\r
- fprintf( f, "\t*PROP_MOTIONBLUR\t0\r\n" );\r
- fprintf( f, "\t*PROP_CASTSHADOW\t1\r\n" );\r
- fprintf( f, "\t*PROP_RECVSHADOW\t1\r\n" );\r
- fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->shaderNum );\r
- fprintf( f, "}\r\n" );\r
-}\r
-\r
-\r
-\r
-/*\r
-ConvertModel()\r
-exports a bsp model to an ase chunk\r
-*/\r
-\r
-static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )\r
-{\r
- int i, s;\r
- bspDrawSurface_t *ds;\r
- \r
- \r
- /* go through each drawsurf in the model */\r
- for( i = 0; i < model->numBSPSurfaces; i++ )\r
- {\r
- s = i + model->firstBSPSurface;\r
- ds = &bspDrawSurfaces[ s ];\r
- ConvertSurface( f, model, modelNum, ds, s, origin );\r
- }\r
-}\r
-\r
-\r
-\r
-/*\r
-ConvertShader()\r
-exports a bsp shader to an ase chunk\r
-*/\r
-\r
-/*\r
- *MATERIAL 0 {\r
- *MATERIAL_NAME "models/test/rock16l"\r
- *MATERIAL_CLASS "Standard"\r
- *MATERIAL_AMBIENT 0.5882 0.5882 0.5882\r
- *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882\r
- *MATERIAL_SPECULAR 0.5882 0.5882 0.5882\r
- *MATERIAL_SHINE 0.0000\r
- *MATERIAL_SHINESTRENGTH 0.0000\r
- *MATERIAL_TRANSPARENCY 0.0000\r
- *MATERIAL_WIRESIZE 1.0000\r
- *MATERIAL_SHADING Phong\r
- *MATERIAL_XP_FALLOFF 0.0000\r
- *MATERIAL_SELFILLUM 0.0000\r
- *MATERIAL_FALLOFF In\r
- *MATERIAL_XP_TYPE Filter\r
- *MAP_DIFFUSE {\r
- *MAP_NAME "Map #2"\r
- *MAP_CLASS "Bitmap"\r
- *MAP_SUBNO 1\r
- *MAP_AMOUNT 1.0000\r
- *BITMAP "models/test/rock16l"\r
- *MAP_TYPE Screen\r
- *UVW_U_OFFSET 0.0000\r
- *UVW_V_OFFSET 0.0000\r
- *UVW_U_TILING 1.0000\r
- *UVW_V_TILING 1.0000\r
- *UVW_ANGLE 0.0000\r
- *UVW_BLUR 1.0000\r
- *UVW_BLUR_OFFSET 0.0000\r
- *UVW_NOUSE_AMT 1.0000\r
- *UVW_NOISE_SIZE 1.0000\r
- *UVW_NOISE_LEVEL 1\r
- *UVW_NOISE_PHASE 0.0000\r
- *BITMAP_FILTER Pyramidal\r
- }\r
- }\r
-*/\r
-\r
-static void ConvertShader( FILE *f, bspShader_t *shader, int shaderNum )\r
-{\r
- shaderInfo_t *si;\r
- char *c, filename[ 1024 ];\r
- \r
- \r
- /* get shader */\r
- si = ShaderInfoForShader( shader->shader );\r
- if( si == NULL )\r
- {\r
- Sys_Printf( "WARNING: NULL shader in BSP\n" );\r
- return;\r
- }\r
- \r
- /* set bitmap filename */\r
- if( si->shaderImage->filename[ 0 ] != '*' )\r
- strcpy( filename, si->shaderImage->filename );\r
- else\r
- sprintf( filename, "%s.tga", si->shader );\r
- for( c = filename; *c != '\0'; c++ )\r
- if( *c == '/' )\r
- *c = '\\';\r
- \r
- /* print shader info */\r
- fprintf( f, "\t*MATERIAL\t%d\t{\r\n", shaderNum );\r
- fprintf( f, "\t\t*MATERIAL_NAME\t\"%s\"\r\n", shader->shader );\r
- fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" );\r
- fprintf( f, "\t\t*MATERIAL_DIFFUSE\t%f\t%f\t%f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] );\r
- fprintf( f, "\t\t*MATERIAL_SHADING Phong\r\n" );\r
- \r
- /* print map info */\r
- fprintf( f, "\t\t*MAP_DIFFUSE\t{\r\n" );\r
- fprintf( f, "\t\t\t*MAP_NAME\t\"%s\"\r\n", shader->shader );\r
- fprintf( f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n");\r
- fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" );\r
- fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" );\r
- fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" );\r
- fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename );\r
- fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );\r
- fprintf( f, "\t\t}\r\n" );\r
- \r
- fprintf( f, "\t}\r\n" );\r
-}\r
-\r
-\r
-\r
-/*\r
-ConvertBSPToASE()\r
-exports an 3d studio ase file from the bsp\r
-*/\r
-\r
-int ConvertBSPToASE( char *bspName )\r
-{\r
- int i, modelNum;\r
- FILE *f;\r
- bspShader_t *shader;\r
- bspModel_t *model;\r
- entity_t *e;\r
- vec3_t origin;\r
- const char *key;\r
- char name[ 1024 ], base[ 1024 ];\r
- \r
- \r
- /* note it */\r
- Sys_Printf( "--- Convert BSP to ASE ---\n" );\r
-\r
- /* create the ase filename from the bsp name */\r
- strcpy( name, bspName );\r
- StripExtension( name );\r
- strcat( name, ".ase" );\r
- Sys_Printf( "writing %s\n", name );\r
- \r
- ExtractFileBase( bspName, base );\r
- strcat( base, ".bsp" );\r
- \r
- /* open it */\r
- f = fopen( name, "wb" );\r
- if( f == NULL )\r
- Error( "Open failed on %s\n", name );\r
- \r
- /* print header */\r
- fprintf( f, "*3DSMAX_ASCIIEXPORT\t200\r\n" );\r
- fprintf( f, "*COMMENT\t\"Generated by Q3Map2 (ydnar) -convert -format ase\"\r\n" );\r
- fprintf( f, "*SCENE\t{\r\n" );\r
- fprintf( f, "\t*SCENE_FILENAME\t\"%s\"\r\n", base );\r
- fprintf( f, "\t*SCENE_FIRSTFRAME\t0\r\n" );\r
- fprintf( f, "\t*SCENE_LASTFRAME\t100\r\n" );\r
- fprintf( f, "\t*SCENE_FRAMESPEED\t30\r\n" );\r
- fprintf( f, "\t*SCENE_TICKSPERFRAME\t160\r\n" );\r
- fprintf( f, "\t*SCENE_BACKGROUND_STATIC\t0.0000\t0.0000\t0.0000\r\n" );\r
- fprintf( f, "\t*SCENE_AMBIENT_STATIC\t0.0000\t0.0000\t0.0000\r\n" );\r
- fprintf( f, "}\r\n" );\r
- \r
- /* print materials */\r
- fprintf( f, "*MATERIAL_LIST\t{\r\n" );\r
- fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders );\r
- for( i = 0; i < numBSPShaders; i++ )\r
- {\r
- shader = &bspShaders[ i ];\r
- ConvertShader( f, shader, i );\r
- }\r
- fprintf( f, "}\r\n" );\r
- \r
- /* walk entity list */\r
- for( i = 0; i < numEntities; i++ )\r
- {\r
- /* get entity and model */\r
- e = &entities[ i ];\r
- if( i == 0 )\r
- modelNum = 0;\r
- else\r
- {\r
- key = ValueForKey( e, "model" );\r
- if( key[ 0 ] != '*' )\r
- continue;\r
- modelNum = atoi( key + 1 );\r
- }\r
- model = &bspModels[ modelNum ];\r
- \r
- /* get entity origin */\r
- key = ValueForKey( e, "origin" );\r
- if( key[ 0 ] == '\0' )\r
- VectorClear( origin );\r
- else\r
- GetVectorForKey( e, "origin", origin );\r
- \r
- /* convert model */\r
- ConvertModel( f, model, modelNum, origin );\r
- }\r
- \r
- /* close the file and return */\r
- fclose( f );\r
- \r
- /* return to sender */\r
- return 0;\r
-}\r
-\r
-\r
-\r
+/*
+Copyright (C) 1999-2007 id Software, Inc. and contributors.
+For a list of contributors, see the accompanying CONTRIBUTORS file.
+
+This file is part of GtkRadiant.
+
+GtkRadiant is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+GtkRadiant is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with GtkRadiant; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+
+----------------------------------------------------------------------------------
+
+This code has been altered significantly from its original form, to support
+several games based on the Quake III Arena engine, in the form of "Q3Map2."
+
+------------------------------------------------------------------------------- */
+
+
+
+/* marker */
+#define CONVERT_ASE_C
+
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+
+/*
+ConvertSurface()
+converts a bsp drawsurface to an ase chunk
+*/
+
+static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin )
+{
+ int i, v, face, a, b, c;
+ bspDrawVert_t *dv;
+ vec3_t normal;
+ char name[ 1024 ];
+
+
+ /* ignore patches for now */
+ if( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP )
+ return;
+
+ /* print object header for each dsurf */
+ sprintf( name, "mat%dmodel%dsurf%d", ds->shaderNum, modelNum, surfaceNum );
+ fprintf( f, "*GEOMOBJECT\t{\r\n" );
+ fprintf( f, "\t*NODE_NAME\t\"%s\"\r\n", name );
+ fprintf( f, "\t*NODE_TM\t{\r\n" );
+ fprintf( f, "\t\t*NODE_NAME\t\"%s\"\r\n", name );
+ fprintf( f, "\t\t*INHERIT_POS\t0\t0\t0\r\n" );
+ fprintf( f, "\t\t*INHERIT_ROT\t0\t0\t0\r\n" );
+ fprintf( f, "\t\t*INHERIT_SCL\t0\t0\t0\r\n" );
+ fprintf( f, "\t\t*TM_ROW0\t1.0\t0\t0\r\n" );
+ fprintf( f, "\t\t*TM_ROW1\t0\t1.0\t0\r\n" );
+ fprintf( f, "\t\t*TM_ROW2\t0\t0\t1.0\r\n" );
+ fprintf( f, "\t\t*TM_ROW3\t0\t0\t0\r\n" );
+ fprintf( f, "\t\t*TM_POS\t%f\t%f\t%f\r\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
+ fprintf( f, "\t}\r\n" );
+
+ /* print mesh header */
+ fprintf( f, "\t*MESH\t{\r\n" );
+ fprintf( f, "\t\t*TIMEVALUE\t0\r\n" );
+ fprintf( f, "\t\t*MESH_NUMVERTEX\t%d\r\n", ds->numVerts );
+ fprintf( f, "\t\t*MESH_NUMFACES\t%d\r\n", ds->numIndexes / 3 );
+ switch( ds->surfaceType )
+ {
+ case MST_PLANAR:
+ fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_PLANAR\"\r\n" );
+ break;
+ case MST_TRIANGLE_SOUP:
+ fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_TRIANGLE_SOUP\"\r\n" );
+ break;
+ }
+
+ /* export vertex xyz */
+ fprintf( f, "\t\t*MESH_VERTEX_LIST\t{\r\n" );
+ for( i = 0; i < ds->numVerts; i++ )
+ {
+ v = i + ds->firstVert;
+ dv = &bspDrawVerts[ v ];
+ 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 ] );
+ }
+ fprintf( f, "\t\t}\r\n" );
+
+ /* export vertex normals */
+ fprintf( f, "\t\t*MESH_NORMALS\t{\r\n" );
+ for( i = 0; i < ds->numIndexes; i += 3 )
+ {
+ face = (i / 3);
+ a = bspDrawIndexes[ i + ds->firstIndex ];
+ b = bspDrawIndexes[ i + ds->firstIndex + 1 ];
+ c = bspDrawIndexes[ i + ds->firstIndex + 2 ];
+ VectorCopy( bspDrawVerts[ a ].normal, normal );
+ VectorAdd( normal, bspDrawVerts[ b ].normal, normal );
+ VectorAdd( normal, bspDrawVerts[ c ].normal, normal );
+ if( VectorNormalize( normal, normal ) )
+ fprintf( f, "\t\t\t*MESH_FACENORMAL\t%d\t%f\t%f\t%f\r\n", face, normal[ 0 ], normal[ 1 ], normal[ 2 ] );
+ }
+ for( i = 0; i < ds->numVerts; i++ )
+ {
+ v = i + ds->firstVert;
+ dv = &bspDrawVerts[ v ];
+ 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 ] );
+ }
+ fprintf( f, "\t\t}\r\n" );
+
+ /* export faces */
+ fprintf( f, "\t\t*MESH_FACE_LIST\t{\r\n" );
+ for( i = 0; i < ds->numIndexes; i += 3 )
+ {
+ face = (i / 3);
+ a = bspDrawIndexes[ i + ds->firstIndex ];
+ c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
+ b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
+ 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",
+ face, a, b, c );
+ }
+ fprintf( f, "\t\t}\r\n" );
+
+ /* export vertex st */
+ fprintf( f, "\t\t*MESH_NUMTVERTEX\t%d\r\n", ds->numVerts );
+ fprintf( f, "\t\t*MESH_TVERTLIST\t{\r\n" );
+ for( i = 0; i < ds->numVerts; i++ )
+ {
+ v = i + ds->firstVert;
+ dv = &bspDrawVerts[ v ];
+ 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 );
+ }
+ fprintf( f, "\t\t}\r\n" );
+
+ /* export texture faces */
+ fprintf( f, "\t\t*MESH_NUMTVFACES\t%d\r\n", ds->numIndexes / 3 );
+ fprintf( f, "\t\t*MESH_TFACELIST\t{\r\n" );
+ for( i = 0; i < ds->numIndexes; i += 3 )
+ {
+ face = (i / 3);
+ a = bspDrawIndexes[ i + ds->firstIndex ];
+ c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
+ b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
+ fprintf( f, "\t\t\t*MESH_TFACE\t%d\t%d\t%d\t%d\r\n", face, a, b, c );
+ }
+ fprintf( f, "\t\t}\r\n" );
+
+ /* print mesh footer */
+ fprintf( f, "\t}\r\n" );
+
+ /* print object footer */
+ fprintf( f, "\t*PROP_MOTIONBLUR\t0\r\n" );
+ fprintf( f, "\t*PROP_CASTSHADOW\t1\r\n" );
+ fprintf( f, "\t*PROP_RECVSHADOW\t1\r\n" );
+ fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->shaderNum );
+ fprintf( f, "}\r\n" );
+}
+
+
+
+/*
+ConvertModel()
+exports a bsp model to an ase chunk
+*/
+
+static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )
+{
+ int i, s;
+ bspDrawSurface_t *ds;
+
+
+ /* go through each drawsurf in the model */
+ for( i = 0; i < model->numBSPSurfaces; i++ )
+ {
+ s = i + model->firstBSPSurface;
+ ds = &bspDrawSurfaces[ s ];
+ ConvertSurface( f, model, modelNum, ds, s, origin );
+ }
+}
+
+
+
+/*
+ConvertShader()
+exports a bsp shader to an ase chunk
+*/
+
+/*
+ *MATERIAL 0 {
+ *MATERIAL_NAME "models/test/rock16l"
+ *MATERIAL_CLASS "Standard"
+ *MATERIAL_AMBIENT 0.5882 0.5882 0.5882
+ *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
+ *MATERIAL_SPECULAR 0.5882 0.5882 0.5882
+ *MATERIAL_SHINE 0.0000
+ *MATERIAL_SHINESTRENGTH 0.0000
+ *MATERIAL_TRANSPARENCY 0.0000
+ *MATERIAL_WIRESIZE 1.0000
+ *MATERIAL_SHADING Phong
+ *MATERIAL_XP_FALLOFF 0.0000
+ *MATERIAL_SELFILLUM 0.0000
+ *MATERIAL_FALLOFF In
+ *MATERIAL_XP_TYPE Filter
+ *MAP_DIFFUSE {
+ *MAP_NAME "Map #2"
+ *MAP_CLASS "Bitmap"
+ *MAP_SUBNO 1
+ *MAP_AMOUNT 1.0000
+ *BITMAP "models/test/rock16l"
+ *MAP_TYPE Screen
+ *UVW_U_OFFSET 0.0000
+ *UVW_V_OFFSET 0.0000
+ *UVW_U_TILING 1.0000
+ *UVW_V_TILING 1.0000
+ *UVW_ANGLE 0.0000
+ *UVW_BLUR 1.0000
+ *UVW_BLUR_OFFSET 0.0000
+ *UVW_NOUSE_AMT 1.0000
+ *UVW_NOISE_SIZE 1.0000
+ *UVW_NOISE_LEVEL 1
+ *UVW_NOISE_PHASE 0.0000
+ *BITMAP_FILTER Pyramidal
+ }
+ }
+*/
+
+static void ConvertShader( FILE *f, bspShader_t *shader, int shaderNum )
+{
+ shaderInfo_t *si;
+ char *c, filename[ 1024 ];
+
+
+ /* get shader */
+ si = ShaderInfoForShader( shader->shader );
+ if( si == NULL )
+ {
+ Sys_Printf( "WARNING: NULL shader in BSP\n" );
+ return;
+ }
+
+ /* set bitmap filename */
+ if( si->shaderImage->filename[ 0 ] != '*' )
+ strcpy( filename, si->shaderImage->filename );
+ else
+ sprintf( filename, "%s.tga", si->shader );
+ for( c = filename; *c != '\0'; c++ )
+ if( *c == '/' )
+ *c = '\\';
+
+ /* print shader info */
+ fprintf( f, "\t*MATERIAL\t%d\t{\r\n", shaderNum );
+ fprintf( f, "\t\t*MATERIAL_NAME\t\"%s\"\r\n", shader->shader );
+ fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" );
+ fprintf( f, "\t\t*MATERIAL_DIFFUSE\t%f\t%f\t%f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] );
+ fprintf( f, "\t\t*MATERIAL_SHADING Phong\r\n" );
+
+ /* print map info */
+ fprintf( f, "\t\t*MAP_DIFFUSE\t{\r\n" );
+ fprintf( f, "\t\t\t*MAP_NAME\t\"%s\"\r\n", shader->shader );
+ fprintf( f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n");
+ fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" );
+ fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" );
+ fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" );
+ fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename );
+ fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );
+ fprintf( f, "\t\t}\r\n" );
+
+ fprintf( f, "\t}\r\n" );
+}
+
+
+
+/*
+ConvertBSPToASE()
+exports an 3d studio ase file from the bsp
+*/
+
+int ConvertBSPToASE( char *bspName )
+{
+ int i, modelNum;
+ FILE *f;
+ bspShader_t *shader;
+ bspModel_t *model;
+ entity_t *e;
+ vec3_t origin;
+ const char *key;
+ char name[ 1024 ], base[ 1024 ];
+
+
+ /* note it */
+ Sys_Printf( "--- Convert BSP to ASE ---\n" );
+
+ /* create the ase filename from the bsp name */
+ strcpy( name, bspName );
+ StripExtension( name );
+ strcat( name, ".ase" );
+ Sys_Printf( "writing %s\n", name );
+
+ ExtractFileBase( bspName, base );
+ strcat( base, ".bsp" );
+
+ /* open it */
+ f = fopen( name, "wb" );
+ if( f == NULL )
+ Error( "Open failed on %s\n", name );
+
+ /* print header */
+ fprintf( f, "*3DSMAX_ASCIIEXPORT\t200\r\n" );
+ fprintf( f, "*COMMENT\t\"Generated by Q3Map2 (ydnar) -convert -format ase\"\r\n" );
+ fprintf( f, "*SCENE\t{\r\n" );
+ fprintf( f, "\t*SCENE_FILENAME\t\"%s\"\r\n", base );
+ fprintf( f, "\t*SCENE_FIRSTFRAME\t0\r\n" );
+ fprintf( f, "\t*SCENE_LASTFRAME\t100\r\n" );
+ fprintf( f, "\t*SCENE_FRAMESPEED\t30\r\n" );
+ fprintf( f, "\t*SCENE_TICKSPERFRAME\t160\r\n" );
+ fprintf( f, "\t*SCENE_BACKGROUND_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
+ fprintf( f, "\t*SCENE_AMBIENT_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
+ fprintf( f, "}\r\n" );
+
+ /* print materials */
+ fprintf( f, "*MATERIAL_LIST\t{\r\n" );
+ fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders );
+ for( i = 0; i < numBSPShaders; i++ )
+ {
+ shader = &bspShaders[ i ];
+ ConvertShader( f, shader, i );
+ }
+ fprintf( f, "}\r\n" );
+
+ /* walk entity list */
+ for( i = 0; i < numEntities; i++ )
+ {
+ /* get entity and model */
+ e = &entities[ i ];
+ if( i == 0 )
+ modelNum = 0;
+ else
+ {
+ key = ValueForKey( e, "model" );
+ if( key[ 0 ] != '*' )
+ continue;
+ modelNum = atoi( key + 1 );
+ }
+ model = &bspModels[ modelNum ];
+
+ /* get entity origin */
+ key = ValueForKey( e, "origin" );
+ if( key[ 0 ] == '\0' )
+ VectorClear( origin );
+ else
+ GetVectorForKey( e, "origin", origin );
+
+ /* convert model */
+ ConvertModel( f, model, modelNum, origin );
+ }
+
+ /* close the file and return */
+ fclose( f );
+
+ /* return to sender */
+ return 0;
+}
+
+
+