]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/convert_ase.c
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[xonotic/netradiant.git] / tools / quake3 / q3map2 / convert_ase.c
index 1d937c76fd70db67e836cf423851eff6556f0724..f0ac6df5f3a4edc076331ad111b6ff60fa8d5b12 100644 (file)
-/*\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;
+}
+
+
+