#define Q3MAP_MOTD "Your map saw the pretty lights from q3map2's BFG"
-
-
/* -------------------------------------------------------------------------------
dependencies
#define HINT_PRIORITY 1000 /* ydnar: force hint splits first and antiportal/areaportal splits last */
#define ANTIPORTAL_PRIORITY -1000
#define AREAPORTAL_PRIORITY -1000
-#define DETAIL_PRIORITY -3000
+#define DETAIL_PRIORITY -3000
#define PSIDE_FRONT 1
#define PSIDE_BACK 2
#define RAD_LUXEL_SIZE 3
#define SUPER_LUXEL_SIZE 4
#define SUPER_FLAG_SIZE 4
-#define FLAG_FORCE_SUBSAMPLING 1
+#define FLAG_FORCE_SUBSAMPLING 1
#define FLAG_ALREADY_SUBSAMPLED 2
#define SUPER_ORIGIN_SIZE 3
#define SUPER_NORMAL_SIZE 4
struct face_s *next;
int planenum;
int priority;
- //qboolean checked;
+ //qboolean checked;
int compileFlags;
winding_t *w;
}
shaderInfo_t *shaderInfo;
shaderInfo_t *celShader; /* :) */
+ /* jal : entity based _lightmapsamplesize */
+ int lightmapSampleSize;
/* ydnar: gs mods */
- int lightmapSampleSize; /* jal : entity based _lightmapsamplesize */
float lightmapScale;
vec3_t eMins, eMaxs;
indexMap_t *im;
float *bspLuxels[ MAX_LIGHTMAPS ];
float *radLuxels[ MAX_LIGHTMAPS ];
float *superLuxels[ MAX_LIGHTMAPS ];
- unsigned char *superFlags;
+ unsigned char *superFlags;
float *superOrigins;
float *superNormals;
int *superClusters;
game_t *GetGame( char *arg );
void InitPaths( int *argc, char **argv );
+
/* fixaas.c */
int FixAASMain( int argc, char **argv );
+
/* bsp.c */
int BSPMain( int argc, char **argv );
+
/* bsp_analyze.c */
int AnalyzeBSPMain( int argc, char **argv );
+
/* bsp_info.c */
int BSPInfoMain( int count, char **fileNames );
/* convert_bsp.c */
int ConvertBSPMain( int argc, char **argv );
+
/* convert_map.c */
int ConvertBSPToMap( char *bspName );
int ConvertBSPToMap_BP( char *bspName );