PseudoCompileBSP()
a stripped down ProcessModels
*/
-void PseudoCompileBSP( qboolean need_tree ){
+void PseudoCompileBSP( qboolean need_tree, const char *BSPFilePath, const char *surfaceFilePath ){
int models;
char modelValue[10];
entity_t *entity;
EmitBrushes( entity->brushes, &entity->firstBrush, &entity->numBrushes );
EndModel( entity, node );
}
- EndBSPFile( qfalse );
+ EndBSPFile( qfalse, BSPFilePath, surfaceFilePath );
}
/*
int ( *convertFunc )( char * );
game_t *convertGame;
char ext[1024];
+ char BSPFilePath [ 1024 ];
+ char surfaceFilePath [ 1024 ];
qboolean map_allowed, force_bsp, force_map;
DefaultExtension( source, ".map" );
Sys_Printf( "Loading %s\n", source );
LoadMapFile( source, qfalse, convertGame == NULL );
- PseudoCompileBSP( convertGame != NULL );
+ sprintf( BSPFilePath, "%s.bsp", source );
+ sprintf( surfaceFilePath, "%s.srf", source );
+ PseudoCompileBSP( convertGame != NULL, BSPFilePath, surfaceFilePath );
}
else
{