]> 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 ff69c8a565ec06df0f7db9d6d226b385f83a9a2a..04c4a4d0872f0a7047a33205ecb5507304fcadfa 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_MAP_C\r
-\r
-\r
-\r
-/* dependencies */\r
-#include "q3map2.h"\r
-\r
-\r
-\r
-/*\r
-ConvertBrush()\r
-exports a map brush\r
-*/\r
-\r
-#define        SNAP_FLOAT_TO_INT       4\r
-#define        SNAP_INT_TO_FLOAT       (1.0 / SNAP_FLOAT_TO_INT)\r
-\r
-static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin )\r
-{\r
-       int                             i, j;\r
-       bspBrushSide_t  *side;\r
-       side_t                  *buildSide;\r
-       bspShader_t             *shader;\r
-       char                    *texture;\r
-       bspPlane_t              *plane;\r
-       vec3_t                  pts[ 3 ];\r
-       \r
-       \r
-       /* start brush */\r
-       fprintf( f, "\t// brush %d\n", num );\r
-       fprintf( f, "\t{\n" );\r
-       \r
-       /* clear out build brush */\r
-       for( i = 0; i < buildBrush->numsides; i++ )\r
-       {\r
-               buildSide = &buildBrush->sides[ i ];\r
-               if( buildSide->winding != NULL )\r
-               {\r
-                       FreeWinding( buildSide->winding );\r
-                       buildSide->winding = NULL;\r
-               }\r
-       }\r
-       buildBrush->numsides = 0;\r
-       \r
-       /* iterate through bsp brush sides */\r
-       for( i = 0; i < brush->numSides; i++ )\r
-       {\r
-               /* get side */\r
-               side = &bspBrushSides[ brush->firstSide + i ];\r
-               \r
-               /* get shader */\r
-               if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders )\r
-                       continue;\r
-               shader = &bspShaders[ side->shaderNum ];\r
-               if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )\r
-                       continue;\r
-               \r
-               /* get plane */\r
-               plane = &bspPlanes[ side->planeNum ];\r
-               \r
-               /* add build side */\r
-               buildSide = &buildBrush->sides[ buildBrush->numsides ];\r
-               buildBrush->numsides++;\r
-               \r
-               /* tag it */\r
-               buildSide->shaderInfo = ShaderInfoForShader( shader->shader );\r
-               buildSide->planenum = side->planeNum;\r
-               buildSide->winding = NULL;\r
-       }\r
-       \r
-       /* make brush windings */\r
-       if( !CreateBrushWindings( buildBrush ) )\r
-               return;\r
-       \r
-       /* iterate through build brush sides */\r
-       for( i = 0; i < buildBrush->numsides; i++ )\r
-       {\r
-               /* get build side */\r
-               buildSide = &buildBrush->sides[ i ];\r
-               \r
-               /* dummy check */\r
-               if( buildSide->shaderInfo == NULL || buildSide->winding == NULL )\r
-                       continue;\r
-               \r
-               /* get texture name */\r
-               if( !Q_strncasecmp( buildSide->shaderInfo->shader, "textures/", 9 ) )\r
-                       texture = buildSide->shaderInfo->shader + 9;\r
-               else\r
-                       texture = buildSide->shaderInfo->shader;\r
-               \r
-               /* get plane points and offset by origin */\r
-               for( j = 0; j < 3; j++ )\r
-               {\r
-                       VectorAdd( buildSide->winding->p[ j ], origin, pts[ j ] );\r
-                       //%     pts[ j ][ 0 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 0 ] * SNAP_FLOAT_TO_INT + 0.5f );\r
-                       //%     pts[ j ][ 1 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 1 ] * SNAP_FLOAT_TO_INT + 0.5f );\r
-                       //%     pts[ j ][ 2 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 2 ] * SNAP_FLOAT_TO_INT + 0.5f );\r
-               }\r
-               \r
-               /* print brush side */\r
-               /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */\r
-               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",\r
-                       pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],\r
-                       pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],\r
-                       pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],\r
-                       texture );\r
-       }\r
-       \r
-       /* end brush */\r
-       fprintf( f, "\t}\n\n" );\r
-}\r
-\r
-#if 0\r
-       /* iterate through the brush sides (ignore the first 6 bevel planes) */\r
-       for( i = 0; i < brush->numSides; i++ )\r
-       {\r
-               /* get side */\r
-               side = &bspBrushSides[ brush->firstSide + i ];\r
-               \r
-               /* get shader */\r
-               if( side->shaderNum < 0 || side->shaderNum >= numBSPShaders )\r
-                       continue;\r
-               shader = &bspShaders[ side->shaderNum ];\r
-               if( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) )\r
-                       continue;\r
-               \r
-               /* get texture name */\r
-               if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )\r
-                       texture = shader->shader + 9;\r
-               else\r
-                       texture = shader->shader;\r
-               \r
-               /* get plane */\r
-               plane = &bspPlanes[ side->planeNum ];\r
-\r
-               /* make plane points */\r
-               {\r
-                       vec3_t  vecs[ 2 ];\r
-\r
-                       \r
-                       MakeNormalVectors( plane->normal, vecs[ 0 ], vecs[ 1 ] );\r
-                       VectorMA( vec3_origin, plane->dist, plane->normal, pts[ 0 ] );\r
-                       VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] );\r
-                       VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] );\r
-               }\r
-\r
-               /* offset by origin */\r
-               for( j = 0; j < 3; j++ )\r
-                       VectorAdd( pts[ j ], origin, pts[ j ] );\r
-               \r
-               /* print brush side */\r
-               /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */\r
-               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",\r
-                       pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ],\r
-                       pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ],\r
-                       pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ],\r
-                       texture );\r
-       }\r
-#endif\r
-\r
-\r
-\r
-/*\r
-ConvertPatch()\r
-converts a bsp patch to a map patch\r
-\r
-       {\r
-               patchDef2\r
-               {\r
-                       base_wall/concrete\r
-                       ( 9 3 0 0 0 )\r
-                       (\r
-                               ( ( 168 168 -192 0 2 ) ( 168 168 -64 0 1 ) ( 168 168 64 0 0 ) ... )\r
-                               ...\r
-                       )\r
-               }\r
-       }\r
-\r
-*/\r
-\r
-static void ConvertPatch( FILE *f, int num, bspDrawSurface_t *ds, vec3_t origin )\r
-{\r
-       int                             x, y;\r
-       bspShader_t             *shader;\r
-       char                    *texture;\r
-       bspDrawVert_t   *dv;\r
-       vec3_t                  xyz;\r
-       \r
-       \r
-       /* only patches */\r
-       if( ds->surfaceType != MST_PATCH )\r
-               return;\r
-       \r
-       /* get shader */\r
-       if( ds->shaderNum < 0 || ds->shaderNum >= numBSPShaders )\r
-               return;\r
-       shader = &bspShaders[ ds->shaderNum ];\r
-       \r
-       /* get texture name */\r
-       if( !Q_strncasecmp( shader->shader, "textures/", 9 ) )\r
-               texture = shader->shader + 9;\r
-       else\r
-               texture = shader->shader;\r
-       \r
-       /* start patch */\r
-       fprintf( f, "\t// patch %d\n", num );\r
-       fprintf( f, "\t{\n" );\r
-       fprintf( f, "\t\tpatchDef2\n" );\r
-       fprintf( f, "\t\t{\n" );\r
-       fprintf( f, "\t\t\t%s\n", texture );\r
-       fprintf( f, "\t\t\t( %d %d 0 0 0 )\n", ds->patchWidth, ds->patchHeight );\r
-       fprintf( f, "\t\t\t(\n" );\r
-       \r
-       /* iterate through the verts */\r
-       for( x = 0; x < ds->patchWidth; x++ )\r
-       {\r
-               /* start row */\r
-               fprintf( f, "\t\t\t\t(" );\r
-               \r
-               /* iterate through the row */\r
-               for( y = 0; y < ds->patchHeight; y++ )\r
-               {\r
-                       /* get vert */\r
-                       dv = &bspDrawVerts[ ds->firstVert + (y * ds->patchWidth) + x ];\r
-                       \r
-                       /* offset it */\r
-                       VectorAdd( origin, dv->xyz, xyz );\r
-                       \r
-                       /* print vertex */\r
-                       fprintf( f, " ( %f %f %f %f %f )", xyz[ 0 ], xyz[ 1 ], xyz[ 2 ], dv->st[ 0 ], dv->st[ 1 ] );\r
-               }\r
-               \r
-               /* end row */\r
-               fprintf( f, " )\n" );\r
-       }\r
-       \r
-       /* end patch */\r
-       fprintf( f, "\t\t\t)\n" );\r
-       fprintf( f, "\t\t}\n" );\r
-       fprintf( f, "\t}\n\n" );\r
-}\r
-\r
-\r
-\r
-/*\r
-ConvertModel()\r
-exports a bsp model to a map file\r
-*/\r
-\r
-static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )\r
-{\r
-       int                                     i, num;\r
-       bspBrush_t                      *brush;\r
-       bspDrawSurface_t        *ds;\r
-       \r
-       \r
-       /* convert bsp planes to map planes */\r
-       nummapplanes = numBSPPlanes;\r
-       for( i = 0; i < numBSPPlanes; i++ )\r
-       {\r
-               VectorCopy( bspPlanes[ i ].normal, mapplanes[ i ].normal );\r
-               mapplanes[ i ].dist = bspPlanes[ i ].dist;\r
-               mapplanes[ i ].type = PlaneTypeForNormal( mapplanes[ i ].normal );\r
-               mapplanes[ i ].hash_chain = NULL;\r
-       }\r
-       \r
-       /* allocate a build brush */\r
-       buildBrush = AllocBrush( 512 );\r
-       buildBrush->entityNum = 0;\r
-       buildBrush->original = buildBrush;\r
-       \r
-       /* go through each brush in the model */\r
-       for( i = 0; i < model->numBSPBrushes; i++ )\r
-       {\r
-               num = i + model->firstBSPBrush;\r
-               brush = &bspBrushes[ num ];\r
-               ConvertBrush( f, num, brush, origin );\r
-       }\r
-       \r
-       /* free the build brush */\r
-       free( buildBrush );\r
-       \r
-       /* go through each drawsurf in the model */\r
-       for( i = 0; i < model->numBSPSurfaces; i++ )\r
-       {\r
-               num = i + model->firstBSPSurface;\r
-               ds = &bspDrawSurfaces[ num ];\r
-               \r
-               /* we only love patches */\r
-               if( ds->surfaceType == MST_PATCH )\r
-                       ConvertPatch( f, num, ds, origin );\r
-       }\r
-}\r
-\r
-\r
-\r
-/*\r
-ConvertEPairs()\r
-exports entity key/value pairs to a map file\r
-*/\r
-\r
-static void ConvertEPairs( FILE *f, entity_t *e )\r
-{\r
-       epair_t *ep;\r
-       \r
-       \r
-       /* walk epairs */\r
-       for( ep = e->epairs; ep != NULL; ep = ep->next )\r
-       {\r
-               /* ignore empty keys/values */\r
-               if( ep->key[ 0 ] == '\0' || ep->value[ 0 ] == '\0' )\r
-                       continue;\r
-\r
-               /* ignore model keys with * prefixed values */\r
-               if( !Q_stricmp( ep->key, "model" ) && ep->value[ 0 ] == '*' )\r
-                       continue;\r
-               \r
-               /* emit the epair */\r
-               fprintf( f, "\t\"%s\" \"%s\"\n", ep->key, ep->value );\r
-       }\r
-}\r
-\r
-\r
-\r
-/*\r
-ConvertBSPToMap()\r
-exports an quake map file from the bsp\r
-*/\r
-\r
-int ConvertBSPToMap( char *bspName )\r
-{\r
-       int                             i, modelNum;\r
-       FILE                    *f;\r
-       bspModel_t              *model;\r
-       entity_t                *e;\r
-       vec3_t                  origin;\r
-       const char              *value;\r
-       char                    name[ 1024 ], base[ 1024 ];\r
-       \r
-       \r
-       /* note it */\r
-       Sys_Printf( "--- Convert BSP to MAP ---\n" );\r
-       \r
-       /* create the bsp filename from the bsp name */\r
-       strcpy( name, bspName );\r
-       StripExtension( name );\r
-       strcat( name, "_converted.map" );\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, "// Generated by Q3Map2 (ydnar) -convert -format map\n" );\r
-       \r
-       /* walk entity list */\r
-       for( i = 0; i < numEntities; i++ )\r
-       {\r
-               /* get entity */\r
-               e = &entities[ i ];\r
-               \r
-               /* start entity */\r
-               fprintf( f, "// entity %d\n", i );\r
-               fprintf( f, "{\n" );\r
-               \r
-               /* export keys */\r
-               ConvertEPairs( f, e );\r
-               fprintf( f, "\n" );\r
-               \r
-               /* get model num */\r
-               if( i == 0 )\r
-                       modelNum = 0;\r
-               else\r
-               {\r
-                       value = ValueForKey( e, "model" );\r
-                       if( value[ 0 ] == '*' )\r
-                               modelNum = atoi( value + 1 );\r
-                       else\r
-                               modelNum = -1;\r
-               }\r
-               \r
-               /* only handle bsp models */\r
-               if( modelNum >= 0 )\r
-               {\r
-                       /* get model */\r
-                       model = &bspModels[ modelNum ];\r
-                       \r
-                       /* get entity origin */\r
-                       value = ValueForKey( e, "origin" );\r
-                       if( value[ 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
-               /* end entity */\r
-               fprintf( f, "}\n\n" );\r
-       }\r
-       \r
-       /* close the file and return */\r
-       fclose( f );\r
-       \r
-       /* return to sender */\r
-       return 0;\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_MAP_C
+
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+
+/*
+   ConvertBrush()
+   exports a map brush
+ */
+
+#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 ){
+       return
+               a00 * ( a11 * a22 - a12 * a21 )
+               -   a01 * ( a10 * a22 - a12 * a20 )
+               +   a02 * ( a10 * a21 - a11 * a20 );
+}
+
+void GetBestSurfaceTriangleMatchForBrushside( side_t *buildSide, bspDrawVert_t *bestVert[3] ){
+       bspDrawSurface_t *s;
+       int i;
+       int t;
+       vec_t best = 0;
+       vec_t thisarea;
+       vec3_t normdiff;
+       vec3_t v1v0, v2v0, norm;
+       bspDrawVert_t *vert[3];
+       winding_t *polygon;
+       plane_t *buildPlane = &mapplanes[buildSide->planenum];
+       int matches = 0;
+
+       // first, start out with NULLs
+       bestVert[0] = bestVert[1] = bestVert[2] = NULL;
+
+       // brute force through all surfaces
+       for ( s = bspDrawSurfaces; s != bspDrawSurfaces + numBSPDrawSurfaces; ++s )
+       {
+               if ( s->surfaceType != MST_PLANAR && s->surfaceType != MST_TRIANGLE_SOUP ) {
+                       continue;
+               }
+               if ( strcmp( buildSide->shaderInfo->shader, bspShaders[s->shaderNum].shader ) ) {
+                       continue;
+               }
+               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 && 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;
+                               }
+                       }
+                       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 )
+                       {
+                               // 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 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 ) {
+                                       goto exwinding;
+                               }
+                       }
+                       thisarea = WindingArea( polygon );
+                       if ( thisarea > 0 ) {
+                               ++matches;
+                       }
+                       if ( thisarea > best ) {
+                               best = thisarea;
+                               bestVert[0] = vert[0];
+                               bestVert[1] = vert[1];
+                               bestVert[2] = vert[2];
+                       }
+                       FreeWinding( polygon );
+exwinding:
+                       ;
+               }
+       }
+       //if(strncmp(buildSide->shaderInfo->shader, "textures/common/", 16))
+       //      fprintf(stderr, "brushside with %s: %d matches (%f area)\n", buildSide->shaderInfo->shader, matches, best);
+}
+
+#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 )
+
+       /* start brush */
+       fprintf( f, "\t// brush %d\n", num );
+       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 )
+       {
+               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 */
+       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;
+       plane_t         *buildPlane;
+       vec3_t pts[ 3 ];
+       bspDrawVert_t   *vert[3];
+
+
+       /* start brush */
+       fprintf( f, "\t// brush %d\n", num );
+       fprintf( f, "\t{\n" );
+       if ( brushPrimitives ) {
+               fprintf( f, "\tbrushDef\n" );
+               fprintf( f, "\t{\n" );
+       }
+
+       /* clear out build brush */
+       for ( i = 0; i < buildBrush->numsides; i++ )
+       {
+               buildSide = &buildBrush->sides[ i ];
+               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++ )
+       {
+               /* 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;
+
+               /* 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 ) ) {
+               Sys_Printf( "CreateBrushWindings failed\n" );
+               return;
+       }
+
+       /* iterate through build brush sides */
+       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 ) {
+                       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 );
+
+               // 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 );
+
+               /* get texture name */
+               if ( !Q_strncasecmp( buildSide->shaderInfo->shader, "textures/", 9 ) ) {
+                       texture = buildSide->shaderInfo->shader + 9;
+               }
+               else{
+                       texture = buildSide->shaderInfo->shader;
+               }
+
+               /* get plane points and offset by origin */
+               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 );
+                       //%     pts[ j ][ 1 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 1 ] * SNAP_FLOAT_TO_INT + 0.5f );
+                       //%     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 ) {
+                               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 );
+
+                               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];
+
+                               //   - solve linear equations:
+                               //     - (x, y) := xyz . (texX, texY)
+                               //     - st[i] = texMat[i][0]*x + texMat[i][1]*y + texMat[i][2]
+                               //       (for three vertices)
+                               D = Det3x3(
+                                       xyI[0], xyI[1], 1,
+                                       xyJ[0], xyJ[1], 1,
+                                       xyK[0], xyK[1], 1
+                                       );
+                               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 );
+                                       }
+                               }
+                               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], 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;
+                               vec3_t sts[2];
+                               vec2_t shift, scale;
+                               vec_t rotate;
+                               vec_t D, D0, D1, D2;
+
+                               TextureAxisFromPlane( buildPlane, vecs[0], vecs[1] );
+                               if ( vecs[0][0] ) {
+                                       sv = 0;
+                               }
+                               else if ( vecs[0][1] ) {
+                                       sv = 1;
+                               }
+                               else{
+                                       sv = 2;
+                               }
+                               if ( vecs[1][0] ) {
+                                       tv = 0;
+                               }
+                               else if ( vecs[1][1] ) {
+                                       tv = 1;
+                               }
+                               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;
+                               stK[0] = vert[2]->st[0] * buildSide->shaderInfo->shaderWidth; stK[1] = vert[2]->st[1] * buildSide->shaderInfo->shaderHeight;
+
+                               D = Det3x3(
+                                       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 )
+                                       {
+                                               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 );
+                                       }
+                               }
+                               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] = 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 ) %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
+               {
+                       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 ) {
+               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 ];
+
+       /* make plane points */
+       {
+               vec3_t vecs[ 2 ];
+
+
+               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 ) ... )
+                ...
+            )
+        }
+    }
+
+ */
+
+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 ) {
+               return;
+       }
+
+       /* get shader */
+       if ( ds->shaderNum < 0 || ds->shaderNum >= numBSPShaders ) {
+               return;
+       }
+       shader = &bspShaders[ ds->shaderNum ];
+
+       /* get texture name */
+       if ( !Q_strncasecmp( shader->shader, "textures/", 9 ) ) {
+               texture = shader->shader + 9;
+       }
+       else{
+               texture = shader->shader;
+       }
+
+       /* start patch */
+       fprintf( f, "\t// patch %d\n", num );
+       fprintf( f, "\t{\n" );
+       fprintf( f, "\t\tpatchDef2\n" );
+       fprintf( f, "\t\t{\n" );
+       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++ )
+       {
+               /* start row */
+               fprintf( f, "\t\t\t\t(" );
+
+               /* iterate through the row */
+               for ( y = 0; y < ds->patchHeight; y++ )
+               {
+                       /* get vert */
+                       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" );
+       fprintf( f, "\t}\n\n" );
+}
+
+
+
+/*
+   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;
+
+
+       /* convert bsp planes to map planes */
+       nummapplanes = numBSPPlanes;
+       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, brushPrimitives );
+       }
+
+       /* go through each brush in the model */
+       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++ )
+       {
+               num = i + model->firstBSPSurface;
+               ds = &bspDrawSurfaces[ num ];
+
+               /* we only love patches */
+               if ( ds->surfaceType == MST_PATCH ) {
+                       ConvertPatch( f, num, ds, origin );
+               }
+       }
+}
+
+
+
+/*
+   ConvertEPairs()
+   exports entity key/value pairs to a map file
+ */
+
+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 )
+       {
+               /* ignore empty keys/values */
+               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 ] == '*' ) {
+                       continue;
+               }
+
+               /* ignore origin keys if skip_origin is set */
+               if ( skip_origin && !Q_stricmp( ep->key, "origin" ) ) {
+                       continue;
+               }
+
+               /* emit the epair */
+               fprintf( f, "\t\"%s\" \"%s\"\n", ep->key, ep->value );
+       }
+}
+
+
+
+/*
+   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 ];
+
+
+       /* 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 ) {
+               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++ )
+       {
+               /* get entity */
+               e = &entities[ i ];
+
+               /* start entity */
+               fprintf( f, "// entity %d\n", i );
+               fprintf( f, "{\n" );
+
+               /* get model num */
+               if ( i == 0 ) {
+                       modelNum = 0;
+               }
+               else
+               {
+                       value = ValueForKey( e, "model" );
+                       if ( value[ 0 ] == '*' ) {
+                               modelNum = atoi( value + 1 );
+                       }
+                       else{
+                               modelNum = -1;
+                       }
+               }
+
+               /* export keys */
+               ConvertEPairs( f, e, modelNum >= 0 );
+               fprintf( f, "\n" );
+
+               /* only handle bsp models */
+               if ( modelNum >= 0 ) {
+                       /* get model */
+                       model = &bspModels[ modelNum ];
+
+                       /* get entity origin */
+                       value = ValueForKey( e, "origin" );
+                       if ( value[ 0 ] == '\0' ) {
+                               VectorClear( origin );
+                       }
+                       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_BP( char *bspName ){
+       return ConvertBSPToMap_Ext( bspName, qtrue );
+}