]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/convert_map.c
my own uncrustify run
[xonotic/netradiant.git] / tools / quake3 / q3map2 / convert_map.c
index bd9e701679eadcb604f462078f9f911a8b39c645..04c4a4d0872f0a7047a33205ecb5507304fcadfa 100644 (file)
@@ -1,30 +1,30 @@
 /* -------------------------------------------------------------------------------
 
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+   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.
+   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 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.
+   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
+   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."
+   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."
 
-------------------------------------------------------------------------------- */
+   ------------------------------------------------------------------------------- */
 
 
 
@@ -39,27 +39,25 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2."
 
 
 /*
-ConvertBrush()
-exports a map brush
-*/
+   ConvertBrush()
+   exports a map brush
+ */
 
-#define        SNAP_FLOAT_TO_INT       4
-#define        SNAP_INT_TO_FLOAT       (1.0 / SNAP_FLOAT_TO_INT)
+#define SNAP_FLOAT_TO_INT   4
+#define SNAP_INT_TO_FLOAT   ( 1.0 / SNAP_FLOAT_TO_INT )
 
 typedef vec_t vec2_t[2];
 
-static vec_t Det3x3(vec_t a00, vec_t a01, vec_t a02,
-                    vec_t a10, vec_t a11, vec_t a12,
-                    vec_t a20, vec_t a21, vec_t a22)
-{
+static vec_t Det3x3( vec_t a00, vec_t a01, vec_t a02,
+                                        vec_t a10, vec_t a11, vec_t a12,
+                                        vec_t a20, vec_t a21, vec_t a22 ){
        return
-               a00 * (a11 * a22 - a12 * a21)
-       -       a01 * (a10 * a22 - a12 * a20)
-       +       a02 * (a10 * a21 - a11 * a20);
+               a00 * ( a11 * a22 - a12 * a21 )
+               -   a01 * ( a10 * a22 - a12 * a20 )
+               +   a02 * ( a10 * a21 - a11 * a20 );
 }
 
-void GetBestSurfaceTriangleMatchForBrushside(side_t *buildSide, bspDrawVert_t *bestVert[3])
-{
+void GetBestSurfaceTriangleMatchForBrushside( side_t *buildSide, bspDrawVert_t *bestVert[3] ){
        bspDrawSurface_t *s;
        int i;
        int t;
@@ -76,67 +74,83 @@ void GetBestSurfaceTriangleMatchForBrushside(side_t *buildSide, bspDrawVert_t *b
        bestVert[0] = bestVert[1] = bestVert[2] = NULL;
 
        // brute force through all surfaces
-       for(s = bspDrawSurfaces; s != bspDrawSurfaces + numBSPDrawSurfaces; ++s)
+       for ( s = bspDrawSurfaces; s != bspDrawSurfaces + numBSPDrawSurfaces; ++s )
        {
-               if(s->surfaceType != MST_PLANAR && s->surfaceType != MST_TRIANGLE_SOUP)
+               if ( s->surfaceType != MST_PLANAR && s->surfaceType != MST_TRIANGLE_SOUP ) {
                        continue;
-               if(strcmp(buildSide->shaderInfo->shader, bspShaders[s->shaderNum].shader))
+               }
+               if ( strcmp( buildSide->shaderInfo->shader, bspShaders[s->shaderNum].shader ) ) {
                        continue;
-               for(t = 0; t + 3 <= s->numIndexes; t += 3)
+               }
+               for ( t = 0; t + 3 <= s->numIndexes; t += 3 )
                {
                        vert[0] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 0]];
                        vert[1] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 1]];
                        vert[2] = &bspDrawVerts[s->firstVert + bspDrawIndexes[s->firstIndex + t + 2]];
-                       if(s->surfaceType == MST_PLANAR)
-                       {
-                               VectorSubtract(vert[0]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
-                               VectorSubtract(vert[1]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
-                               VectorSubtract(vert[2]->normal, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
+                       if ( s->surfaceType == MST_PLANAR && VectorCompare( vert[0]->normal, vert[1]->normal ) && VectorCompare( vert[1]->normal, vert[2]->normal ) ) {
+                               VectorSubtract( vert[0]->normal, buildPlane->normal, normdiff ); if ( VectorLength( normdiff ) >= normalEpsilon ) {
+                                       continue;
+                               }
+                               VectorSubtract( vert[1]->normal, buildPlane->normal, normdiff ); if ( VectorLength( normdiff ) >= normalEpsilon ) {
+                                       continue;
+                               }
+                               VectorSubtract( vert[2]->normal, buildPlane->normal, normdiff ); if ( VectorLength( normdiff ) >= normalEpsilon ) {
+                                       continue;
+                               }
                        }
                        else
                        {
                                // this is more prone to roundoff errors, but with embedded
                                // models, there is no better way
-                               VectorSubtract(vert[1]->xyz, vert[0]->xyz, v1v0);
-                               VectorSubtract(vert[2]->xyz, vert[0]->xyz, v2v0);
-                               CrossProduct(v2v0, v1v0, norm);
-                               VectorNormalize(norm, norm);
-                               VectorSubtract(norm, buildPlane->normal, normdiff); if(VectorLength(normdiff) >= normalEpsilon) continue;
+                               VectorSubtract( vert[1]->xyz, vert[0]->xyz, v1v0 );
+                               VectorSubtract( vert[2]->xyz, vert[0]->xyz, v2v0 );
+                               CrossProduct( v2v0, v1v0, norm );
+                               VectorNormalize( norm, norm );
+                               VectorSubtract( norm, buildPlane->normal, normdiff ); if ( VectorLength( normdiff ) >= normalEpsilon ) {
+                                       continue;
+                               }
+                       }
+                       if ( abs( DotProduct( vert[0]->xyz, buildPlane->normal ) - buildPlane->dist ) >= distanceEpsilon ) {
+                               continue;
+                       }
+                       if ( abs( DotProduct( vert[1]->xyz, buildPlane->normal ) - buildPlane->dist ) >= distanceEpsilon ) {
+                               continue;
+                       }
+                       if ( abs( DotProduct( vert[2]->xyz, buildPlane->normal ) - buildPlane->dist ) >= distanceEpsilon ) {
+                               continue;
                        }
-                       if(abs(DotProduct(vert[0]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue;
-                       if(abs(DotProduct(vert[1]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue;
-                       if(abs(DotProduct(vert[2]->xyz, buildPlane->normal) - buildPlane->dist) >= distanceEpsilon) continue;
                        // Okay. Correct surface type, correct shader, correct plane. Let's start with the business...
-                       polygon = CopyWinding(buildSide->winding);
-                       for(i = 0; i < 3; ++i)
+                       polygon = CopyWinding( buildSide->winding );
+                       for ( i = 0; i < 3; ++i )
                        {
                                // 0: 1, 2
                                // 1: 2, 0
                                // 2; 0, 1
-                               vec3_t *v1 = &vert[(i+1)%3]->xyz;
-                               vec3_t *v2 = &vert[(i+2)%3]->xyz;
+                               vec3_t *v1 = &vert[( i + 1 ) % 3]->xyz;
+                               vec3_t *v2 = &vert[( i + 2 ) % 3]->xyz;
                                vec3_t triNormal;
                                vec_t triDist;
                                vec3_t sideDirection;
                                // we now need to generate triNormal and triDist so that they represent the plane spanned by normal and (v2 - v1).
-                               VectorSubtract(*v2, *v1, sideDirection);
-                               CrossProduct(sideDirection, buildPlane->normal, triNormal);
-                               triDist = DotProduct(*v1, triNormal);
-                               ChopWindingInPlace(&polygon, triNormal, triDist, distanceEpsilon);
-                               if(!polygon)
+                               VectorSubtract( *v2, *v1, sideDirection );
+                               CrossProduct( sideDirection, buildPlane->normal, triNormal );
+                               triDist = DotProduct( *v1, triNormal );
+                               ChopWindingInPlace( &polygon, triNormal, triDist, distanceEpsilon );
+                               if ( !polygon ) {
                                        goto exwinding;
+                               }
                        }
-                       thisarea = WindingArea(polygon);
-                       if(thisarea > 0)
+                       thisarea = WindingArea( polygon );
+                       if ( thisarea > 0 ) {
                                ++matches;
-                       if(thisarea > best)
-                       {
+                       }
+                       if ( thisarea > best ) {
                                best = thisarea;
                                bestVert[0] = vert[0];
                                bestVert[1] = vert[1];
                                bestVert[2] = vert[2];
                        }
-                       FreeWinding(polygon);
+                       FreeWinding( polygon );
 exwinding:
                        ;
                }
@@ -145,145 +159,163 @@ exwinding:
        //      fprintf(stderr, "brushside with %s: %d matches (%f area)\n", buildSide->shaderInfo->shader, matches, best);
 }
 
-static void ConvertOriginBrush( FILE *f, int num, vec3_t origin )
-{
-       char pattern[6][5][3] = {
-               { "+++", "+-+", "-++", " - ", "-  " },
-               { "+++", "-++", "++-", "+  ", "  +" },
-               { "+++", "++-", "+-+", " - ", "  +" },
-               { "---", "+--", "-+-", " - ", "+  " },
-               { "---", "--+", "+--", "-  ", "  +" },
-               { "---", "-+-", "--+", " + ", "  +" }
+#define FRAC( x ) ( ( x ) - floor( x ) )
+static void ConvertOriginBrush( FILE *f, int num, vec3_t origin, qboolean brushPrimitives ){
+       int originSize = 256;
+
+       char pattern[6][7][3] = {
+               { "+++", "+-+", "-++", "-  ", " + ", " - ", "-  " },
+               { "+++", "-++", "++-", "-  ", "  +", "+  ", "  +" },
+               { "+++", "++-", "+-+", " - ", "  +", " - ", "  +" },
+               { "---", "+--", "-+-", "-  ", " + ", " - ", "+  " },
+               { "---", "--+", "+--", "-  ", "  +", "-  ", "  +" },
+               { "---", "-+-", "--+", " - ", "  +", " + ", "  +" }
        };
        int i;
-#define S(a,b,c) (pattern[a][b][c] == '+' ? +1 : pattern[a][b][c] == '-' ? -1 : 0)
-#define FRAC(x) ((x) - floor(x))
+#define S( a,b,c ) ( pattern[a][b][c] == '+' ? +1 : pattern[a][b][c] == '-' ? -1 : 0 )
 
        /* start brush */
        fprintf( f, "\t// brush %d\n", num );
        fprintf( f, "\t{\n" );
-       fprintf( f, "\tbrushDef\n" );
-       fprintf( f, "\t{\n" );
+       if ( brushPrimitives ) {
+               fprintf( f, "\tbrushDef\n" );
+               fprintf( f, "\t{\n" );
+       }
        /* print brush side */
        /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
 
-       for(i = 0; i < 6; ++i)
-               fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
-                               origin[0] + 8 * S(i,0,0), origin[1] + 8 * S(i,0,1), origin[2] + 8 * S(i,0,2),
-                               origin[0] + 8 * S(i,1,0), origin[1] + 8 * S(i,1,1), origin[2] + 8 * S(i,1,2),
-                               origin[0] + 8 * S(i,2,0), origin[1] + 8 * S(i,2,1), origin[2] + 8 * S(i,2,2),
-                               1/16.0, 0.0, FRAC((S(i,3,0) * origin[0] + S(i,3,1) * origin[1] + S(i,3,2) * origin[2]) / 16.0 + 0.5),
-                               0.0, 1/16.0, FRAC((S(i,4,0) * origin[0] + S(i,4,1) * origin[1] + S(i,4,2) * origin[2]) / 16.0 + 0.5),
-                               "common/origin",
-                               0
-                          );
-#undef FRAC
+       for ( i = 0; i < 6; ++i )
+       {
+               if ( brushPrimitives ) {
+                       fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
+                                        origin[0] + 8 * S( i,0,0 ), origin[1] + 8 * S( i,0,1 ), origin[2] + 8 * S( i,0,2 ),
+                                        origin[0] + 8 * S( i,1,0 ), origin[1] + 8 * S( i,1,1 ), origin[2] + 8 * S( i,1,2 ),
+                                        origin[0] + 8 * S( i,2,0 ), origin[1] + 8 * S( i,2,1 ), origin[2] + 8 * S( i,2,2 ),
+                                        1.0f / 16.0f, 0.0f, FRAC( ( S( i,5,0 ) * origin[0] + S( i,5,1 ) * origin[1] + S( i,5,2 ) * origin[2] ) / 16.0 + 0.5 ),
+                                        0.0f, 1.0f / 16.0f, FRAC( ( S( i,6,0 ) * origin[0] + S( i,6,1 ) * origin[1] + S( i,6,2 ) * origin[2] ) / 16.0 + 0.5 ),
+                                        "common/origin",
+                                        0
+                                        );
+               }
+               else
+               {
+                       fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
+                                        origin[0] + 8 * S( i,0,0 ), origin[1] + 8 * S( i,0,1 ), origin[2] + 8 * S( i,0,2 ),
+                                        origin[0] + 8 * S( i,1,0 ), origin[1] + 8 * S( i,1,1 ), origin[2] + 8 * S( i,1,2 ),
+                                        origin[0] + 8 * S( i,2,0 ), origin[1] + 8 * S( i,2,1 ), origin[2] + 8 * S( i,2,2 ),
+                                        "common/origin",
+                                        FRAC( ( S( i,3,0 ) * origin[0] + S( i,3,1 ) * origin[1] + S( i,3,2 ) * origin[2] ) / 16.0 + 0.5 ) * originSize,
+                                        FRAC( ( S( i,4,0 ) * origin[0] + S( i,4,1 ) * origin[1] + S( i,4,2 ) * origin[2] ) / 16.0 + 0.5 ) * originSize,
+                                        0.0f, 16.0 / originSize, 16.0 / originSize,
+                                        0
+                                        );
+               }
+       }
 #undef S
-       
+
        /* end brush */
-       fprintf( f, "\t}\n" );
+       if ( brushPrimitives ) {
+               fprintf( f, "\t}\n" );
+       }
        fprintf( f, "\t}\n\n" );
 }
 
-static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin, qboolean brushPrimitives )
-{
-       int                             i, j;
-       bspBrushSide_t  *side;
-       side_t                  *buildSide;
-       bspShader_t             *shader;
-       char                    *texture;
-       bspPlane_t              *plane;
+static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin, qboolean brushPrimitives ){
+       int i, j;
+       bspBrushSide_t  *side;
+       side_t          *buildSide;
+       bspShader_t     *shader;
+       char            *texture;
        plane_t         *buildPlane;
-       vec3_t                  pts[ 3 ];
-       bspDrawVert_t   *vert[3];
-       int valid;
-       
-       
+       vec3_t pts[ 3 ];
+       bspDrawVert_t   *vert[3];
+
+
        /* start brush */
        fprintf( f, "\t// brush %d\n", num );
        fprintf( f, "\t{\n" );
-       if(brushPrimitives)
-       {
+       if ( brushPrimitives ) {
                fprintf( f, "\tbrushDef\n" );
                fprintf( f, "\t{\n" );
        }
-       
+
        /* clear out build brush */
-       for( i = 0; i < buildBrush->numsides; i++ )
+       for ( i = 0; i < buildBrush->numsides; i++ )
        {
                buildSide = &buildBrush->sides[ i ];
-               if( buildSide->winding != NULL )
-               {
+               if ( buildSide->winding != NULL ) {
                        FreeWinding( buildSide->winding );
                        buildSide->winding = NULL;
                }
        }
        buildBrush->numsides = 0;
-       
+
        /* iterate through bsp brush sides */
-       for( i = 0; i < brush->numSides; i++ )
+       for ( i = 0; i < brush->numSides; i++ )
        {
                /* get side */
                side = &bspBrushSides[ brush->firstSide + i ];
-               
+
                /* get shader */
-               if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders )
+               if ( side->shaderNum < 0 || side->shaderNum >= numBSPShaders ) {
                        continue;
+               }
                shader = &bspShaders[ side->shaderNum ];
-               if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
-                       continue;
-               
-               /* get plane */
-               plane = &bspPlanes[ side->planeNum ];
-               
+               //if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
+               //      continue;
+
                /* add build side */
                buildSide = &buildBrush->sides[ buildBrush->numsides ];
                buildBrush->numsides++;
-               
+
                /* tag it */
                buildSide->shaderInfo = ShaderInfoForShader( shader->shader );
                buildSide->planenum = side->planeNum;
                buildSide->winding = NULL;
        }
-       
+
        /* make brush windings */
-       if( !CreateBrushWindings( buildBrush ) )
+       if ( !CreateBrushWindings( buildBrush ) ) {
+               Sys_Printf( "CreateBrushWindings failed\n" );
                return;
-       
+       }
+
        /* iterate through build brush sides */
-       for( i = 0; i < buildBrush->numsides; i++ )
+       for ( i = 0; i < buildBrush->numsides; i++ )
        {
                /* get build side */
                buildSide = &buildBrush->sides[ i ];
-               
+
                /* get plane */
                buildPlane = &mapplanes[ buildSide->planenum ];
 
                /* dummy check */
-               if( buildSide->shaderInfo == NULL || buildSide->winding == NULL )
+               if ( buildSide->shaderInfo == NULL || buildSide->winding == NULL ) {
                        continue;
+               }
 
                // st-texcoords -> texMat block
                // start out with dummy
-               VectorSet(buildSide->texMat[0], 1/32.0, 0, 0);
-               VectorSet(buildSide->texMat[1], 0, 1/32.0, 0);
+               VectorSet( buildSide->texMat[0], 1 / 32.0, 0, 0 );
+               VectorSet( buildSide->texMat[1], 0, 1 / 32.0, 0 );
 
                // find surface for this side (by brute force)
                // surface format:
                //   - meshverts point in pairs of three into verts
                //   - (triangles)
                //   - find the triangle that has most in common with our side
-               GetBestSurfaceTriangleMatchForBrushside(buildSide, vert);
-               valid = 0;
+               GetBestSurfaceTriangleMatchForBrushside( buildSide, vert );
 
                /* get texture name */
-               if( !Q_strncasecmp( buildSide->shaderInfo->shader, "textures/", 9 ) )
+               if ( !Q_strncasecmp( buildSide->shaderInfo->shader, "textures/", 9 ) ) {
                        texture = buildSide->shaderInfo->shader + 9;
-               else
+               }
+               else{
                        texture = buildSide->shaderInfo->shader;
-               
+               }
+
                /* get plane points and offset by origin */
-               for( j = 0; j < 3; j++ )
+               for ( j = 0; j < 3; j++ )
                {
                        VectorAdd( buildSide->winding->p[ j ], origin, pts[ j ] );
                        //%     pts[ j ][ 0 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 0 ] * SNAP_FLOAT_TO_INT + 0.5f );
@@ -291,24 +323,22 @@ static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin, qb
                        //%     pts[ j ][ 2 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 2 ] * SNAP_FLOAT_TO_INT + 0.5f );
                }
 
-               if(vert[0] && vert[1] && vert[2])
-               {
-                       if(brushPrimitives)
-                       {
+               if ( vert[0] && vert[1] && vert[2] ) {
+                       if ( brushPrimitives ) {
                                int i;
                                vec3_t texX, texY;
                                vec2_t xyI, xyJ, xyK;
                                vec2_t stI, stJ, stK;
                                vec_t D, D0, D1, D2;
 
-                               ComputeAxisBase(buildPlane->normal, texX, texY);
+                               ComputeAxisBase( buildPlane->normal, texX, texY );
 
-                               xyI[0] = DotProduct(vert[0]->xyz, texX);
-                               xyI[1] = DotProduct(vert[0]->xyz, texY);
-                               xyJ[0] = DotProduct(vert[1]->xyz, texX);
-                               xyJ[1] = DotProduct(vert[1]->xyz, texY);
-                               xyK[0] = DotProduct(vert[2]->xyz, texX);
-                               xyK[1] = DotProduct(vert[2]->xyz, texY);
+                               xyI[0] = DotProduct( vert[0]->xyz, texX );
+                               xyI[1] = DotProduct( vert[0]->xyz, texY );
+                               xyJ[0] = DotProduct( vert[1]->xyz, texX );
+                               xyJ[1] = DotProduct( vert[1]->xyz, texY );
+                               xyK[0] = DotProduct( vert[2]->xyz, texX );
+                               xyK[1] = DotProduct( vert[2]->xyz, texY );
                                stI[0] = vert[0]->st[0]; stI[1] = vert[0]->st[1];
                                stJ[0] = vert[1]->st[0]; stJ[1] = vert[1]->st[1];
                                stK[0] = vert[2]->st[0]; stK[1] = vert[2]->st[1];
@@ -321,56 +351,55 @@ static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin, qb
                                        xyI[0], xyI[1], 1,
                                        xyJ[0], xyJ[1], 1,
                                        xyK[0], xyK[1], 1
-                               );
-                               if(D != 0)
-                               {
-                                       for(i = 0; i < 2; ++i)
+                                       );
+                               if ( D != 0 ) {
+                                       for ( i = 0; i < 2; ++i )
                                        {
                                                D0 = Det3x3(
                                                        stI[i], xyI[1], 1,
                                                        stJ[i], xyJ[1], 1,
                                                        stK[i], xyK[1], 1
-                                               );
+                                                       );
                                                D1 = Det3x3(
                                                        xyI[0], stI[i], 1,
                                                        xyJ[0], stJ[i], 1,
                                                        xyK[0], stK[i], 1
-                                               );
+                                                       );
                                                D2 = Det3x3(
                                                        xyI[0], xyI[1], stI[i],
                                                        xyJ[0], xyJ[1], stJ[i],
                                                        xyK[0], xyK[1], stK[i]
-                                               );
-                                               VectorSet(buildSide->texMat[i], D0 / D, D1 / D, D2 / D);
+                                                       );
+                                               VectorSet( buildSide->texMat[i], D0 / D, D1 / D, D2 / D );
                                        }
-                                       valid = 1;
                                }
-                               else
-                                       fprintf(stderr, "degenerate triangle found when solving texMat equations for\n(%f %f %f) (%f %f %f) (%f %f %f)\n( %f %f %f )\n( %f %f %f ) -> ( %f %f )\n( %f %f %f ) -> ( %f %f )\n( %f %f %f ) -> ( %f %f )\n",
-                                               buildPlane->normal[0], buildPlane->normal[1], buildPlane->normal[2],
-                                               vert[0]->normal[0], vert[0]->normal[1], vert[0]->normal[2],
-                                               texX[0], texX[1], texX[2], texY[0], texY[1], texY[2],
-                                               vert[0]->xyz[0], vert[0]->xyz[1], vert[0]->xyz[2], xyI[0], xyI[1],
-                                               vert[1]->xyz[0], vert[1]->xyz[1], vert[1]->xyz[2], xyJ[0], xyJ[1],
-                                               vert[2]->xyz[0], vert[2]->xyz[1], vert[2]->xyz[2], xyK[0], xyK[1]
-                                               );
+                               else{
+                                       fprintf( stderr, "degenerate triangle found when solving texMat equations for\n(%f %f %f) (%f %f %f) (%f %f %f)\n( %f %f %f )\n( %f %f %f ) -> ( %f %f )\n( %f %f %f ) -> ( %f %f )\n( %f %f %f ) -> ( %f %f )\n",
+                                                        buildPlane->normal[0], buildPlane->normal[1], buildPlane->normal[2],
+                                                        vert[0]->normal[0], vert[0]->normal[1], vert[0]->normal[2],
+                                                        texX[0], texX[1], texX[2], texY[0], texY[1], texY[2],
+                                                        vert[0]->xyz[0], vert[0]->xyz[1], vert[0]->xyz[2], xyI[0], xyI[1],
+                                                        vert[1]->xyz[0], vert[1]->xyz[1], vert[1]->xyz[2], xyJ[0], xyJ[1],
+                                                        vert[2]->xyz[0], vert[2]->xyz[1], vert[2]->xyz[2], xyK[0], xyK[1]
+                                                        );
+                               }
 
                                /* print brush side */
                                /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
                                fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
-                                               pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
-                                               pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
-                                               pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
-                                               buildSide->texMat[0][0], buildSide->texMat[0][1], buildSide->texMat[0][2],
-                                               buildSide->texMat[1][0], buildSide->texMat[1][1], buildSide->texMat[1][2],
-                                               texture,
-                                               // DEBUG: valid ? 0 : C_DETAIL
-                                               0
-                                          );
+                                                pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
+                                                pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
+                                                pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
+                                                buildSide->texMat[0][0], buildSide->texMat[0][1], FRAC( buildSide->texMat[0][2] ),
+                                                buildSide->texMat[1][0], buildSide->texMat[1][1], FRAC( buildSide->texMat[1][2] ),
+                                                texture,
+                                                0
+                                                );
                        }
                        else
                        {
                                // invert QuakeTextureVecs
+                               int i;
                                vec3_t vecs[2];
                                int sv, tv;
                                vec2_t stI, stJ, stK;
@@ -379,19 +408,25 @@ static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin, qb
                                vec_t rotate;
                                vec_t D, D0, D1, D2;
 
-                               TextureAxisFromPlane(buildPlane, vecs[0], vecs[1]);
-                               if (vecs[0][0])
+                               TextureAxisFromPlane( buildPlane, vecs[0], vecs[1] );
+                               if ( vecs[0][0] ) {
                                        sv = 0;
-                               else if (vecs[0][1])
+                               }
+                               else if ( vecs[0][1] ) {
                                        sv = 1;
-                               else
+                               }
+                               else{
                                        sv = 2;
-                               if (vecs[1][0])
+                               }
+                               if ( vecs[1][0] ) {
                                        tv = 0;
-                               else if (vecs[1][1])
+                               }
+                               else if ( vecs[1][1] ) {
                                        tv = 1;
-                               else
+                               }
+                               else{
                                        tv = 2;
+                               }
 
                                stI[0] = vert[0]->st[0] * buildSide->shaderInfo->shaderWidth; stI[1] = vert[0]->st[1] * buildSide->shaderInfo->shaderHeight;
                                stJ[0] = vert[1]->st[0] * buildSide->shaderInfo->shaderWidth; stJ[1] = vert[1]->st[1] * buildSide->shaderInfo->shaderHeight;
@@ -401,170 +436,211 @@ static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin, qb
                                        vert[0]->xyz[sv], vert[0]->xyz[tv], 1,
                                        vert[1]->xyz[sv], vert[1]->xyz[tv], 1,
                                        vert[2]->xyz[sv], vert[2]->xyz[tv], 1
-                               );
-                               if(D != 0)
-                               {
-                                       for(i = 0; i < 2; ++i)
+                                       );
+                               if ( D != 0 ) {
+                                       for ( i = 0; i < 2; ++i )
                                        {
                                                D0 = Det3x3(
                                                        stI[i], vert[0]->xyz[tv], 1,
                                                        stJ[i], vert[1]->xyz[tv], 1,
                                                        stK[i], vert[2]->xyz[tv], 1
-                                               );
+                                                       );
                                                D1 = Det3x3(
                                                        vert[0]->xyz[sv], stI[i], 1,
                                                        vert[1]->xyz[sv], stJ[i], 1,
                                                        vert[2]->xyz[sv], stK[i], 1
-                                               );
+                                                       );
                                                D2 = Det3x3(
                                                        vert[0]->xyz[sv], vert[0]->xyz[tv], stI[i],
                                                        vert[1]->xyz[sv], vert[1]->xyz[tv], stJ[i],
                                                        vert[2]->xyz[sv], vert[2]->xyz[tv], stK[i]
-                                               );
-                                               VectorSet(sts[i], D0 / D, D1 / D, D2 / D);
+                                                       );
+                                               VectorSet( sts[i], D0 / D, D1 / D, D2 / D );
                                        }
-                                       valid = 1;
                                }
-                               else
-                                       fprintf(stderr, "degenerate triangle found when solving texDef equations\n"); // FIXME add stuff here
+                               else{
+                                       fprintf( stderr, "degenerate triangle found when solving texDef equations\n" ); // FIXME add stuff here
 
+                               }
                                // now we must solve:
-                                       //      // now we must invert:
-                                       //      ang = rotate / 180 * Q_PI;
-                                       //      sinv = sin(ang);
-                                       //      cosv = cos(ang);
-                                       //      ns = cosv * vecs[0][sv];
-                                       //      nt = sinv * vecs[0][sv];
-                                       //      vecsrotscaled[0][sv] = ns / scale[0];
-                                       //      vecsrotscaled[0][tv] = nt / scale[0];
-                                       //      ns = -sinv * vecs[1][tv];
-                                       //      nt =  cosv * vecs[1][tv];
-                                       //      vecsrotscaled[1][sv] = ns / scale[1];
-                                       //      vecsrotscaled[1][tv] = nt / scale[1];
-                               scale[0] = sqrt(sts[0][0] * sts[0][0] + sts[0][1] * sts[0][1]);
-                               scale[1] = sqrt(sts[1][0] * sts[1][0] + sts[1][1] * sts[1][1]);
-                               rotate = atan2(sts[0][1] - sts[1][0], sts[0][0] + sts[1][1]);
-                               shift[0] = sts[0][2];
-                               shift[1] = sts[1][2];
+                               //      // now we must invert:
+                               //      ang = rotate / 180 * Q_PI;
+                               //      sinv = sin(ang);
+                               //      cosv = cos(ang);
+                               //      ns = cosv * vecs[0][sv];
+                               //      nt = sinv * vecs[0][sv];
+                               //      vecsrotscaled[0][sv] = ns / scale[0];
+                               //      vecsrotscaled[0][tv] = nt / scale[0];
+                               //      ns = -sinv * vecs[1][tv];
+                               //      nt =  cosv * vecs[1][tv];
+                               //      vecsrotscaled[1][sv] = ns / scale[1];
+                               //      vecsrotscaled[1][tv] = nt / scale[1];
+                               scale[0] = 1.0 / sqrt( sts[0][0] * sts[0][0] + sts[0][1] * sts[0][1] );
+                               scale[1] = 1.0 / sqrt( sts[1][0] * sts[1][0] + sts[1][1] * sts[1][1] );
+                               rotate = atan2( sts[0][1] * vecs[0][sv] - sts[1][0] * vecs[1][tv], sts[0][0] * vecs[0][sv] + sts[1][1] * vecs[1][tv] ) * ( 180.0f / Q_PI );
+                               shift[0] = buildSide->shaderInfo->shaderWidth * FRAC( sts[0][2] / buildSide->shaderInfo->shaderWidth );
+                               shift[1] = buildSide->shaderInfo->shaderHeight * FRAC( sts[1][2] / buildSide->shaderInfo->shaderHeight );
 
                                /* print brush side */
                                /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
-                               fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %.8f %.8f %.8f %.8f %.8f %s %d 0 0\n",
-                                               pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
-                                               pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
-                                               pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
-                                               shift[0], shift[1], rotate, scale[0], scale[1],
-                                               texture,
-                                               // DEBUG: valid ? 0 : C_DETAIL
-                                               0
-                                          );
+                               fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
+                                                pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
+                                                pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
+                                                pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
+                                                texture,
+                                                shift[0], shift[1], rotate, scale[0], scale[1],
+                                                0
+                                                );
                        }
                }
                else
-                       if(strncmp(buildSide->shaderInfo->shader, "textures/common/", 16))
-                               fprintf(stderr, "no matching triangle for brushside using %s (hopefully nobody can see this side anyway)\n", buildSide->shaderInfo->shader);
+               {
+                       vec3_t vecs[ 2 ];
+                       if ( strncmp( buildSide->shaderInfo->shader, "textures/common/", 16 ) ) {
+                               if ( strcmp( buildSide->shaderInfo->shader, "noshader" ) ) {
+                                       if ( strcmp( buildSide->shaderInfo->shader, "default" ) ) {
+                                               fprintf( stderr, "no matching triangle for brushside using %s (hopefully nobody can see this side anyway)\n", buildSide->shaderInfo->shader );
+                                               texture = "common/WTF";
+                                       }
+                               }
+                       }
+
+                       MakeNormalVectors( buildPlane->normal, vecs[ 0 ], vecs[ 1 ] );
+                       VectorMA( vec3_origin, buildPlane->dist, buildPlane->normal, pts[ 0 ] );
+                       VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] );
+                       VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] );
+                       if ( brushPrimitives ) {
+                               fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( ( %.8f %.8f %.8f ) ( %.8f %.8f %.8f ) ) %s %d 0 0\n",
+                                                pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
+                                                pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
+                                                pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
+                                                1.0f / 16.0f, 0.0f, 0.0f,
+                                                0.0f, 1.0f / 16.0f, 0.0f,
+                                                texture,
+                                                0
+                                                );
+                       }
+                       else
+                       {
+                               fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s %.8f %.8f %.8f %.8f %.8f %d 0 0\n",
+                                                pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
+                                                pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
+                                                pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
+                                                texture,
+                                                0.0f, 0.0f, 0.0f, 0.25f, 0.25f,
+                                                0
+                                                );
+                       }
+               }
        }
-       
+
        /* end brush */
-       if(brushPrimitives)
-       {
+       if ( brushPrimitives ) {
                fprintf( f, "\t}\n" );
        }
        fprintf( f, "\t}\n\n" );
 }
+#undef FRAC
 
 #if 0
-       /* iterate through the brush sides (ignore the first 6 bevel planes) */
-       for( i = 0; i < brush->numSides; i++ )
-       {
-               /* get side */
-               side = &bspBrushSides[ brush->firstSide + i ];
-               
-               /* get shader */
-               if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders )
-                       continue;
-               shader = &bspShaders[ side->shaderNum ];
-               if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )
-                       continue;
-               
-               /* get texture name */
-               if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )
-                       texture = shader->shader + 9;
-               else
-                       texture = shader->shader;
-               
-               /* get plane */
-               plane = &bspPlanes[ side->planeNum ];
+/* iterate through the brush sides (ignore the first 6 bevel planes) */
+for ( i = 0; i < brush->numSides; i++ )
+{
+       /* get side */
+       side = &bspBrushSides[ brush->firstSide + i ];
 
-               /* make plane points */
-               {
-                       vec3_t  vecs[ 2 ];
+       /* get shader */
+       if ( side->shaderNum < 0 || side->shaderNum >= numBSPShaders ) {
+               continue;
+       }
+       shader = &bspShaders[ side->shaderNum ];
+       if ( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) ) {
+               continue;
+       }
 
-                       
-                       MakeNormalVectors( plane->normal, vecs[ 0 ], vecs[ 1 ] );
-                       VectorMA( vec3_origin, plane->dist, plane->normal, pts[ 0 ] );
-                       VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] );
-                       VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] );
-               }
+       /* get texture name */
+       if ( !Q_strncasecmp( shader->shader, "textures/", 9 ) ) {
+               texture = shader->shader + 9;
+       }
+       else{
+               texture = shader->shader;
+       }
+
+       /* get plane */
+       plane = &bspPlanes[ side->planeNum ];
+
+       /* make plane points */
+       {
+               vec3_t vecs[ 2 ];
 
-               /* offset by origin */
-               for( j = 0; j < 3; j++ )
-                       VectorAdd( pts[ j ], origin, pts[ j ] );
-               
-               /* print brush side */
-               /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
-               fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s 0 0 0 0.5 0.5 0 0 0\n",
-                       pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
-                       pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
-                       pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
-                       texture );
+
+               MakeNormalVectors( plane->normal, vecs[ 0 ], vecs[ 1 ] );
+               VectorMA( vec3_origin, plane->dist, plane->normal, pts[ 0 ] );
+               VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] );
+               VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] );
        }
+
+       /* offset by origin */
+       for ( j = 0; j < 3; j++ )
+               VectorAdd( pts[ j ], origin, pts[ j ] );
+
+       /* print brush side */
+       /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */
+       fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s 0 0 0 0.5 0.5 0 0 0\n",
+                        pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],
+                        pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],
+                        pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],
+                        texture );
+}
 #endif
 
 
 
 /*
-ConvertPatch()
-converts a bsp patch to a map patch
-
-       {
-               patchDef2
-               {
-                       base_wall/concrete
-                       ( 9 3 0 0 0 )
-                       (
-                               ( ( 168 168 -192 0 2 ) ( 168 168 -64 0 1 ) ( 168 168 64 0 0 ) ... )
-                               ...
-                       )
-               }
-       }
+   ConvertPatch()
+   converts a bsp patch to a map patch
+
+    {
+        patchDef2
+        {
+            base_wall/concrete
+            ( 9 3 0 0 0 )
+            (
+                ( ( 168 168 -192 0 2 ) ( 168 168 -64 0 1 ) ( 168 168 64 0 0 ) ... )
+                ...
+            )
+        }
+    }
+
+ */
+
+static void ConvertPatch( FILE *f, int num, bspDrawSurface_t *ds, vec3_t origin ){
+       int x, y;
+       bspShader_t     *shader;
+       char            *texture;
+       bspDrawVert_t   *dv;
+       vec3_t xyz;
 
-*/
 
-static void ConvertPatch( FILE *f, int num, bspDrawSurface_t *ds, vec3_t origin )
-{
-       int                             x, y;
-       bspShader_t             *shader;
-       char                    *texture;
-       bspDrawVert_t   *dv;
-       vec3_t                  xyz;
-       
-       
        /* only patches */
-       if( ds->surfaceType != MST_PATCH )
+       if ( ds->surfaceType != MST_PATCH ) {
                return;
-       
+       }
+
        /* get shader */
-       if( ds->shaderNum < 0 || ds->shaderNum >= numBSPShaders )
+       if ( ds->shaderNum < 0 || ds->shaderNum >= numBSPShaders ) {
                return;
+       }
        shader = &bspShaders[ ds->shaderNum ];
-       
+
        /* get texture name */
-       if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )
+       if ( !Q_strncasecmp( shader->shader, "textures/", 9 ) ) {
                texture = shader->shader + 9;
-       else
+       }
+       else{
                texture = shader->shader;
-       
+       }
+
        /* start patch */
        fprintf( f, "\t// patch %d\n", num );
        fprintf( f, "\t{\n" );
@@ -573,30 +649,30 @@ static void ConvertPatch( FILE *f, int num, bspDrawSurface_t *ds, vec3_t origin
        fprintf( f, "\t\t\t%s\n", texture );
        fprintf( f, "\t\t\t( %d %d 0 0 0 )\n", ds->patchWidth, ds->patchHeight );
        fprintf( f, "\t\t\t(\n" );
-       
+
        /* iterate through the verts */
-       for( x = 0; x < ds->patchWidth; x++ )
+       for ( x = 0; x < ds->patchWidth; x++ )
        {
                /* start row */
                fprintf( f, "\t\t\t\t(" );
-               
+
                /* iterate through the row */
-               for( y = 0; y < ds->patchHeight; y++ )
+               for ( y = 0; y < ds->patchHeight; y++ )
                {
                        /* get vert */
-                       dv = &bspDrawVerts[ ds->firstVert + (y * ds->patchWidth) + x ];
-                       
+                       dv = &bspDrawVerts[ ds->firstVert + ( y * ds->patchWidth ) + x ];
+
                        /* offset it */
                        VectorAdd( origin, dv->xyz, xyz );
-                       
+
                        /* print vertex */
                        fprintf( f, " ( %f %f %f %f %f )", xyz[ 0 ], xyz[ 1 ], xyz[ 2 ], dv->st[ 0 ], dv->st[ 1 ] );
                }
-               
+
                /* end row */
                fprintf( f, " )\n" );
        }
-       
+
        /* end patch */
        fprintf( f, "\t\t\t)\n" );
        fprintf( f, "\t\t}\n" );
@@ -606,86 +682,89 @@ static void ConvertPatch( FILE *f, int num, bspDrawSurface_t *ds, vec3_t origin
 
 
 /*
-ConvertModel()
-exports a bsp model to a map file
-*/
+   ConvertModel()
+   exports a bsp model to a map file
+ */
+
+static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin, qboolean brushPrimitives ){
+       int i, num;
+       bspBrush_t          *brush;
+       bspDrawSurface_t    *ds;
+
 
-static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin, qboolean brushPrimitives )
-{
-       int                                     i, num;
-       bspBrush_t                      *brush;
-       bspDrawSurface_t        *ds;
-       
-       
        /* convert bsp planes to map planes */
        nummapplanes = numBSPPlanes;
-       AUTOEXPAND_BY_REALLOC(mapplanes, nummapplanes, allocatedmapplanes, 1024);
-       for( i = 0; i < numBSPPlanes; i++ )
+       AUTOEXPAND_BY_REALLOC( mapplanes, nummapplanes, allocatedmapplanes, 1024 );
+       for ( i = 0; i < numBSPPlanes; i++ )
        {
                VectorCopy( bspPlanes[ i ].normal, mapplanes[ i ].normal );
                mapplanes[ i ].dist = bspPlanes[ i ].dist;
                mapplanes[ i ].type = PlaneTypeForNormal( mapplanes[ i ].normal );
                mapplanes[ i ].hash_chain = 0;
        }
-       
+
        /* allocate a build brush */
        buildBrush = AllocBrush( 512 );
        buildBrush->entityNum = 0;
        buildBrush->original = buildBrush;
 
-       if(origin[0] != 0 || origin[1] != 0 || origin[2] != 0)
-               ConvertOriginBrush(f, -1, origin);
-       
+       if ( origin[0] != 0 || origin[1] != 0 || origin[2] != 0 ) {
+               ConvertOriginBrush( f, -1, origin, brushPrimitives );
+       }
+
        /* go through each brush in the model */
-       for( i = 0; i < model->numBSPBrushes; i++ )
+       for ( i = 0; i < model->numBSPBrushes; i++ )
        {
                num = i + model->firstBSPBrush;
                brush = &bspBrushes[ num ];
                ConvertBrush( f, num, brush, origin, brushPrimitives );
        }
-       
+
        /* free the build brush */
        free( buildBrush );
-       
+
        /* go through each drawsurf in the model */
-       for( i = 0; i < model->numBSPSurfaces; i++ )
+       for ( i = 0; i < model->numBSPSurfaces; i++ )
        {
                num = i + model->firstBSPSurface;
                ds = &bspDrawSurfaces[ num ];
-               
+
                /* we only love patches */
-               if( ds->surfaceType == MST_PATCH )
+               if ( ds->surfaceType == MST_PATCH ) {
                        ConvertPatch( f, num, ds, origin );
+               }
        }
 }
 
 
 
 /*
-ConvertEPairs()
-exports entity key/value pairs to a map file
-*/
+   ConvertEPairs()
+   exports entity key/value pairs to a map file
+ */
+
+static void ConvertEPairs( FILE *f, entity_t *e, qboolean skip_origin ){
+       epair_t *ep;
+
 
-static void ConvertEPairs( FILE *f, entity_t *e, qboolean skip_origin )
-{
-       epair_t *ep;
-       
-       
        /* walk epairs */
-       for( ep = e->epairs; ep != NULL; ep = ep->next )
+       for ( ep = e->epairs; ep != NULL; ep = ep->next )
        {
                /* ignore empty keys/values */
-               if( ep->key[ 0 ] == '\0' || ep->value[ 0 ] == '\0' )
+               if ( ep->key[ 0 ] == '\0' || ep->value[ 0 ] == '\0' ) {
                        continue;
+               }
 
                /* ignore model keys with * prefixed values */
-               if( !Q_stricmp( ep->key, "model" ) && ep->value[ 0 ] == '*' )
+               if ( !Q_stricmp( ep->key, "model" ) && ep->value[ 0 ] == '*' ) {
                        continue;
-               
+               }
+
                /* ignore origin keys if skip_origin is set */
-               if( skip_origin && !Q_stricmp( ep->key, "origin" ) )
+               if ( skip_origin && !Q_stricmp( ep->key, "origin" ) ) {
                        continue;
-               
+               }
+
                /* emit the epair */
                fprintf( f, "\t\"%s\" \"%s\"\n", ep->key, ep->value );
        }
@@ -694,101 +773,103 @@ static void ConvertEPairs( FILE *f, entity_t *e, qboolean skip_origin )
 
 
 /*
-ConvertBSPToMap()
-exports an quake map file from the bsp
-*/
+   ConvertBSPToMap()
+   exports an quake map file from the bsp
+ */
+
+int ConvertBSPToMap_Ext( char *bspName, qboolean brushPrimitives ){
+       int i, modelNum;
+       FILE            *f;
+       bspModel_t      *model;
+       entity_t        *e;
+       vec3_t origin;
+       const char      *value;
+       char name[ 1024 ], base[ 1024 ];
+
 
-int ConvertBSPToMap_Ext( char *bspName, qboolean brushPrimitives )
-{
-       int                             i, modelNum;
-       FILE                    *f;
-       bspModel_t              *model;
-       entity_t                *e;
-       vec3_t                  origin;
-       const char              *value;
-       char                    name[ 1024 ], base[ 1024 ];
-       
-       
        /* note it */
        Sys_Printf( "--- Convert BSP to MAP ---\n" );
-       
+
        /* create the bsp filename from the bsp name */
        strcpy( name, bspName );
        StripExtension( name );
        strcat( name, "_converted.map" );
        Sys_Printf( "writing %s\n", name );
-       
+
        ExtractFileBase( bspName, base );
        strcat( base, ".bsp" );
-       
+
        /* open it */
        f = fopen( name, "wb" );
-       if( f == NULL )
+       if ( f == NULL ) {
                Error( "Open failed on %s\n", name );
-       
+       }
+
        /* print header */
        fprintf( f, "// Generated by Q3Map2 (ydnar) -convert -format map\n" );
-       
+
        /* walk entity list */
-       for( i = 0; i < numEntities; i++ )
+       for ( i = 0; i < numEntities; i++ )
        {
                /* get entity */
                e = &entities[ i ];
-               
+
                /* start entity */
                fprintf( f, "// entity %d\n", i );
                fprintf( f, "{\n" );
-               
+
                /* get model num */
-               if( i == 0 )
+               if ( i == 0 ) {
                        modelNum = 0;
+               }
                else
                {
                        value = ValueForKey( e, "model" );
-                       if( value[ 0 ] == '*' )
+                       if ( value[ 0 ] == '*' ) {
                                modelNum = atoi( value + 1 );
-                       else
+                       }
+                       else{
                                modelNum = -1;
+                       }
                }
-               
+
                /* export keys */
                ConvertEPairs( f, e, modelNum >= 0 );
                fprintf( f, "\n" );
-               
+
                /* only handle bsp models */
-               if( modelNum >= 0 )
-               {
+               if ( modelNum >= 0 ) {
                        /* get model */
                        model = &bspModels[ modelNum ];
-                       
+
                        /* get entity origin */
                        value = ValueForKey( e, "origin" );
-                       if( value[ 0 ] == '\0' )
+                       if ( value[ 0 ] == '\0' ) {
                                VectorClear( origin );
-                       else
+                       }
+                       else{
                                GetVectorForKey( e, "origin", origin );
-                       
+                       }
+
                        /* convert model */
                        ConvertModel( f, model, modelNum, origin, brushPrimitives );
                }
-               
+
                /* end entity */
                fprintf( f, "}\n\n" );
        }
-       
+
        /* close the file and return */
        fclose( f );
-       
+
        /* return to sender */
        return 0;
 }
 
-int ConvertBSPToMap( char *bspName )
-{
-       return ConvertBSPToMap_Ext(bspName, qfalse);
+int ConvertBSPToMap( char *bspName ){
+       return ConvertBSPToMap_Ext( bspName, qfalse );
 }
 
-int ConvertBSPToMap_BP( char *bspName )
-{
-       return ConvertBSPToMap_Ext(bspName, qtrue);
+int ConvertBSPToMap_BP( char *bspName ){
+       return ConvertBSPToMap_Ext( bspName, qtrue );
 }