]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/model.c
Merge commit '515673c08f8718a237e90c2130a1f5294f966d6a'
[xonotic/netradiant.git] / tools / quake3 / q3map2 / model.c
index f303df75a7972d9d81467868b84e385823e6e518..2b3bb7ed5f0059d5c1cc18862c65e47517b36f08 100644 (file)
@@ -1,4 +1,5 @@
-/*
+/* -------------------------------------------------------------------------------
+
 Copyright (C) 1999-2007 id Software, Inc. and contributors.
 For a list of contributors, see the accompanying CONTRIBUTORS file.
 
@@ -77,9 +78,9 @@ PicoLoadFileFunc()
 callback for picomodel.lib
 */
 
-void PicoLoadFileFunc( char *name, byte **buffer, int *bufSize )
+void PicoLoadFileFunc( const char *name, byte **buffer, int *bufSize )
 {
-       *bufSize = vfsLoadFile( (const char*) name, (void**) buffer, 0 );
+       *bufSize = vfsLoadFile( name, (void**) buffer, 0 );
 }
 
 
@@ -89,7 +90,7 @@ FindModel() - ydnar
 finds an existing picoModel and returns a pointer to the picoModel_t struct or NULL if not found
 */
 
-picoModel_t *FindModel( char *name, int frame )
+picoModel_t *FindModel( const char *name, int frame )
 {
        int                     i;
        
@@ -122,7 +123,7 @@ LoadModel() - ydnar
 loads a picoModel and returns a pointer to the picoModel_t struct or NULL if not found
 */
 
-picoModel_t *LoadModel( char *name, int frame )
+picoModel_t *LoadModel( const char *name, int frame )
 {
        int                             i;
        picoModel_t             *model, **pm;
@@ -157,7 +158,7 @@ picoModel_t *LoadModel( char *name, int frame )
                Error( "MAX_MODELS (%d) exceeded, there are too many model files referenced by the map.", MAX_MODELS );
        
        /* attempt to parse model */
-       *pm = PicoLoadModel( (char*) name, frame );
+       *pm = PicoLoadModel( name, frame );
        
        /* if loading failed, make a bogus model to silence the rest of the warnings */
        if( *pm == NULL )
@@ -205,9 +206,9 @@ InsertModel() - ydnar
 adds a picomodel into the bsp
 */
 
-void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale )
+void InsertModel( const char *name, int skin, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle )
 {
-       int                                     i, j, k, s, numSurfaces;
+       int                                     i, j, s, numSurfaces;
        m4x4_t                          identity, nTransform;
        picoModel_t                     *model;
        picoShader_t            *shader;
@@ -221,12 +222,76 @@ void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shade
        byte                            *color;
        picoIndex_t                     *indexes;
        remap_t                         *rm, *glob;
+       skinfile_t                      *sf, *sf2;
+       double                          normalEpsilon_save;
+       double                          distanceEpsilon_save;
+       char                            skinfilename[ MAX_QPATH ];
+       char                            *skinfilecontent;
+       int                                     skinfilesize;
+       char                            *skinfileptr, *skinfilenextptr;
        
        
        /* get model */
        model = LoadModel( name, frame );
        if( model == NULL )
                return;
+
+       /* load skin file */
+       snprintf(skinfilename, sizeof(skinfilename), "%s_%d.skin", name, skin);
+       skinfilename[sizeof(skinfilename)-1] = 0;
+       skinfilesize = vfsLoadFile(skinfilename, (void**) &skinfilecontent, 0);
+       if(skinfilesize < 0 && skin != 0)
+       {
+               /* fallback to skin 0 if invalid */
+               snprintf(skinfilename, sizeof(skinfilename), "%s_0.skin", name);
+               skinfilename[sizeof(skinfilename)-1] = 0;
+               skinfilesize = vfsLoadFile(skinfilename, (void**) &skinfilecontent, 0);
+               if(skinfilesize >= 0)
+                       Sys_Printf( "Skin %d of %s does not exist, using 0 instead\n", skin, name );
+       }
+       sf = NULL;
+       if(skinfilesize >= 0)
+       {
+               Sys_Printf( "Using skin %d of %s\n", skin, name );
+               int pos;
+               for(skinfileptr = skinfilecontent; *skinfileptr; skinfileptr = skinfilenextptr)
+               {
+                       // for fscanf
+                       char format[64];
+
+                       skinfilenextptr = strchr(skinfileptr, '\r');
+                       if(skinfilenextptr)
+                       {
+                               *skinfilenextptr++ = 0;
+                       }
+                       else
+                       {
+                               skinfilenextptr = strchr(skinfileptr, '\n');
+                               if(skinfilenextptr)
+                                       *skinfilenextptr++ = 0;
+                               else
+                                       skinfilenextptr = skinfileptr + strlen(skinfileptr);
+                       }
+
+                       /* create new item */
+                       sf2 = sf;
+                       sf = safe_malloc( sizeof( *sf ) );
+                       sf->next = sf2;
+
+                       sprintf(format, "replace %%%ds %%%ds", (int)sizeof(sf->name)-1, (int)sizeof(sf->to)-1);
+                       if(sscanf(skinfileptr, format, sf->name, sf->to) == 2)
+                               continue;
+                       sprintf(format, " %%%d[^,       ] ,%%%ds", (int)sizeof(sf->name)-1, (int)sizeof(sf->to)-1);
+                       if((pos = sscanf(skinfileptr, format, sf->name, sf->to)) == 2)
+                               continue;
+
+                       /* invalid input line -> discard sf struct */
+                       Sys_Printf( "Discarding skin directive in %s: %s\n", skinfilename, skinfileptr );
+                       free(sf);
+                       sf = sf2;
+               }
+               free(skinfilecontent);
+       }
        
        /* handle null matrix */
        if( transform == NULL )
@@ -249,6 +314,10 @@ void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shade
        /* fix bogus lightmap scale */
        if( lightmapScale <= 0.0f )
                lightmapScale = 1.0f;
+
+       /* fix bogus shade angle */
+       if( shadeAngle <= 0.0f )
+               shadeAngle = 0.0f;
        
        /* each surface on the model will become a new map drawsurface */
        numSurfaces = PicoGetModelNumSurfaces( model );
@@ -264,22 +333,33 @@ void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shade
                if( PicoGetSurfaceType( surface ) != PICO_TRIANGLES )
                        continue;
                
-               /* fix the surface's normals */
-               PicoFixSurfaceNormals( surface );
-               
-               /* allocate a surface (ydnar: gs mods) */
-               ds = AllocDrawSurface( SURFACE_TRIANGLES );
-               ds->entityNum = eNum;
-               ds->castShadows = castShadows;
-               ds->recvShadows = recvShadows;
-               
                /* get shader name */
         shader = PicoGetSurfaceShader( surface );
                if( shader == NULL )
                        picoShaderName = "";
                else
                        picoShaderName = PicoGetShaderName( shader );
-               
+
+               /* handle .skin file */
+               if(sf)
+               {
+                       picoShaderName = NULL;
+                       for(sf2 = sf; sf2 != NULL; sf2 = sf2->next)
+                       {
+                               if( !Q_stricmp( surface->name, sf2->name ) )
+                               {
+                                       Sys_FPrintf( SYS_VRB, "Skin file: mapping %s to %s\n", surface->name, sf2->to );
+                                       picoShaderName = sf2->to;
+                                       break;
+                               }
+                       }
+                       if(!picoShaderName)
+                       {
+                               Sys_FPrintf( SYS_VRB, "Skin file: not mapping %s\n", surface->name );
+                               continue;
+                       }
+               }
+
                /* handle shader remapping */
                glob = NULL;
                for( rm = remap; rm != NULL; rm = rm->next )
@@ -315,15 +395,34 @@ void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shade
                else
                        si = ShaderInfoForShader( picoShaderName );
                
+               /* allocate a surface (ydnar: gs mods) */
+               ds = AllocDrawSurface( SURFACE_TRIANGLES );
+               ds->entityNum = eNum;
+               ds->castShadows = castShadows;
+               ds->recvShadows = recvShadows;
+
                /* set shader */
                ds->shaderInfo = si;
-               
-               /* set lightmap scale */
-               ds->lightmapScale = lightmapScale;
-               
+
                /* force to meta? */
-               if( si != NULL && si->forceMeta )
+               if( (si != NULL && si->forceMeta) || (spawnFlags & 4) ) /* 3rd bit */
                        ds->type = SURFACE_FORCED_META;
+
+               /* fix the surface's normals (jal: conditioned by shader info) */
+               if( !(spawnFlags & 64) && ( shadeAngle == 0.0f || ds->type != SURFACE_FORCED_META ) )
+                       PicoFixSurfaceNormals( surface );
+
+               /* set sample size */
+               if( lightmapSampleSize > 0.0f )
+                       ds->sampleSize = lightmapSampleSize;
+               
+               /* set lightmap scale */
+               if( lightmapScale > 0.0f )
+                       ds->lightmapScale = lightmapScale;
+
+               /* set shading angle */
+               if( shadeAngle > 0.0f )
+                       ds->shadeAngleDegrees = shadeAngle;
                
                /* set particulars */
                ds->numVerts = PicoGetSurfaceNumVertexes( surface );
@@ -366,6 +465,7 @@ void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shade
                        }
                        
                        /* normal texture coordinates */
+                       else
                        {
                                st = PicoGetSurfaceST( surface, 0, i );
                                dv->st[ 0 ] = st[ 0 ];
@@ -378,10 +478,20 @@ void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shade
                        {
                                dv->lightmap[ j ][ 0 ] = 0.0f;
                                dv->lightmap[ j ][ 1 ] = 0.0f;
-                               dv->color[ j ][ 0 ] = color[ 0 ];
-                               dv->color[ j ][ 1 ] = color[ 1 ];
-                               dv->color[ j ][ 2 ] = color[ 2 ];
-                               dv->color[ j ][ 3 ] = color[ 3 ];
+                               if(spawnFlags & 32) // spawnflag 32: model color -> alpha hack
+                               {
+                                       dv->color[ j ][ 0 ] = 255.0f;
+                                       dv->color[ j ][ 1 ] = 255.0f;
+                                       dv->color[ j ][ 2 ] = 255.0f;
+                                       dv->color[ j ][ 3 ] = RGBTOGRAY( color );
+                               }
+                               else
+                               {
+                                       dv->color[ j ][ 0 ] = color[ 0 ];
+                                       dv->color[ j ][ 1 ] = color[ 1 ];
+                                       dv->color[ j ][ 2 ] = color[ 2 ];
+                                       dv->color[ j ][ 3 ] = color[ 3 ];
+                               }
                        }
                }
                
@@ -393,35 +503,22 @@ void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shade
                /* set cel shader */
                ds->celShader = celShader;
                
-               /* finish surface */
-               FinishSurface( ds );
-               
                /* ydnar: giant hack land: generate clipping brushes for model triangles */
                if( si->clipModel || (spawnFlags & 2) ) /* 2nd bit */
                {
-                       vec3_t          points[ 3 ], backs[ 3 ];
+                       vec3_t          points[ 4 ], backs[ 3 ];
                        vec4_t          plane, reverse, pa, pb, pc;
-                       vec3_t          nadir;
                        
                        
                        /* temp hack */
-                       if( (si->compileFlags & C_TRANSLUCENT) || !(si->compileFlags & C_SOLID) )
-                               continue;
-                       
-                       /* overflow check */
-                       if( (nummapplanes + 64) >= (MAX_MAP_PLANES >> 1) )
+                       if( !si->clipModel && !(si->compileFlags & C_SOLID) )
                                continue;
                        
                        /* walk triangle list */
                        for( i = 0; i < ds->numIndexes; i += 3 )
                        {
                                /* overflow hack */
-                               if( (nummapplanes + 64) >= (MAX_MAP_PLANES >> 1) )
-                               {
-                                       Sys_Printf( "WARNING: MAX_MAP_PLANES (%d) hit generating clip brushes for model %s.\n",
-                                               MAX_MAP_PLANES, name );
-                                       break;
-                               }
+                               AUTOEXPAND_BY_REALLOC(mapplanes, (nummapplanes+64) << 1, allocatedmapplanes, 1024);
                                
                                /* make points and back points */
                                for( j = 0; j < 3; j++ )
@@ -431,96 +528,135 @@ void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shade
                                        
                                        /* copy xyz */
                                        VectorCopy( dv->xyz, points[ j ] );
-                                       VectorCopy( dv->xyz, backs[ j ] );
-                                       
-                                       /* find nearest axial to normal and push back points opposite */
-                                       /* note: this doesn't work as well as simply using the plane of the triangle, below */
-                                       for( k = 0; k < 3; k++ )
-                                       {
-                                               if( fabs( dv->normal[ k ] ) > fabs( dv->normal[ (k + 1) % 3 ] ) &&
-                                                       fabs( dv->normal[ k ] ) > fabs( dv->normal[ (k + 2) % 3 ] ) )
-                                               {
-                                                       backs[ j ][ k ] += dv->normal[ k ] < 0.0f ? 64.0f : -64.0f;
-                                                       break;
-                                               }
-                                       }
                                }
+
+                               VectorCopy( points[0], points[3] ); // for cyclic usage
                                
                                /* make plane for triangle */
+                               // div0: add some extra spawnflags:
+                               //   0: snap normals to axial planes for extrusion
+                               //   8: extrude with the original normals
+                               //  16: extrude only with up/down normals (ideal for terrain)
+                               //  24: extrude by distance zero (may need engine changes)
                                if( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) )
                                {
+                                       vec3_t bestNormal;
+                                       float backPlaneDistance = 2;
+
+                                       if(spawnFlags & 8) // use a DOWN normal
+                                       {
+                                               if(spawnFlags & 16)
+                                               {
+                                                       // 24: normal as is, and zero width (broken)
+                                                       VectorCopy(plane, bestNormal);
+                                               }
+                                               else
+                                               {
+                                                       // 8: normal as is
+                                                       VectorCopy(plane, bestNormal);
+                                               }
+                                       }
+                                       else
+                                       {
+                                               if(spawnFlags & 16)
+                                               {
+                                                       // 16: UP/DOWN normal
+                                                       VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
+                                               }
+                                               else
+                                               {
+                                                       // 0: axial normal
+                                                       if(fabs(plane[0]) > fabs(plane[1])) // x>y
+                                                               if(fabs(plane[1]) > fabs(plane[2])) // x>y, y>z
+                                                                       VectorSet(bestNormal, (plane[0] >= 0 ? 1 : -1), 0, 0);
+                                                               else // x>y, z>=y
+                                                                       if(fabs(plane[0]) > fabs(plane[2])) // x>z, z>=y
+                                                                               VectorSet(bestNormal, (plane[0] >= 0 ? 1 : -1), 0, 0);
+                                                                       else // z>=x, x>y
+                                                                               VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
+                                                       else // y>=x
+                                                               if(fabs(plane[1]) > fabs(plane[2])) // y>z, y>=x
+                                                                       VectorSet(bestNormal, 0, (plane[1] >= 0 ? 1 : -1), 0);
+                                                               else // z>=y, y>=x
+                                                                       VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1));
+                                               }
+                                       }
+
+                                       /* build a brush */
+                                       buildBrush = AllocBrush( 48 );
+                                       buildBrush->entityNum = mapEntityNum;
+                                       buildBrush->original = buildBrush;
+                                       buildBrush->contentShader = si;
+                                       buildBrush->compileFlags = si->compileFlags;
+                                       buildBrush->contentFlags = si->contentFlags;
+                                       normalEpsilon_save = normalEpsilon;
+                                       distanceEpsilon_save = distanceEpsilon;
+                                       if(si->compileFlags & C_STRUCTURAL) // allow forced structural brushes here
+                                       {
+                                               buildBrush->detail = qfalse;
+
+                                               // only allow EXACT matches when snapping for these (this is mostly for caulk brushes inside a model)
+                                               if(normalEpsilon > 0)
+                                                       normalEpsilon = 0;
+                                               if(distanceEpsilon > 0)
+                                                       distanceEpsilon = 0;
+                                       }
+                                       else
+                                               buildBrush->detail = qtrue;
+
                                        /* regenerate back points */
                                        for( j = 0; j < 3; j++ )
                                        {
                                                /* get vertex */
                                                dv = &ds->verts[ ds->indexes[ i + j ] ];
-                                               
-                                               /* copy xyz */
-                                               VectorCopy( dv->xyz, backs[ j ] );
-                                               
-                                               /* find nearest axial to plane normal and push back points opposite */
-                                               for( k = 0; k < 3; k++ )
-                                               {
-                                                       if( fabs( plane[ k ] ) > fabs( plane[ (k + 1) % 3 ] ) &&
-                                                               fabs( plane[ k ] ) > fabs( plane[ (k + 2) % 3 ] ) )
-                                                       {
-                                                               backs[ j ][ k ] += plane[ k ] < 0.0f ? 64.0f : -64.0f;
-                                                               break;
-                                                       }
-                                               }
+
+                                               // shift by some units
+                                               VectorMA(dv->xyz, -64.0f, bestNormal, backs[j]); // 64 prevents roundoff errors a bit
                                        }
-                                       
+
                                        /* make back plane */
                                        VectorScale( plane, -1.0f, reverse );
-                                       reverse[ 3 ] = -(plane[ 3 ] - 1);
-                                       
-                                       /* make back pyramid point */
-                                       VectorCopy( points[ 0 ], nadir );
-                                       VectorAdd( nadir, points[ 1 ], nadir );
-                                       VectorAdd( nadir, points[ 2 ], nadir );
-                                       VectorScale( nadir, 0.3333333333333f, nadir );
-                                       VectorMA( nadir, -2.0f, plane, nadir );
-                                       
-                                       /* make 3 more planes */
-                                       //%     if( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], nadir ) &&
-                                       //%             PlaneFromPoints( pb, points[ 1 ], points[ 0 ], nadir ) &&
-                                       //%             PlaneFromPoints( pc, points[ 0 ], points[ 2 ], nadir ) )
+                                       reverse[ 3 ] = -plane[ 3 ];
+                                       if((spawnFlags & 24) != 24)
+                                               reverse[3] += DotProduct(bestNormal, plane) * backPlaneDistance;
+                                       // that's at least sqrt(1/3) backPlaneDistance, unless in DOWN mode; in DOWN mode, we are screwed anyway if we encounter a plane that's perpendicular to the xy plane)
+
                                        if( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], backs[ 1 ] ) &&
-                                               PlaneFromPoints( pb, points[ 1 ], points[ 0 ], backs[ 0 ] ) &&
-                                               PlaneFromPoints( pc, points[ 0 ], points[ 2 ], backs[ 2 ] ) )
+                                                       PlaneFromPoints( pb, points[ 1 ], points[ 0 ], backs[ 0 ] ) &&
+                                                       PlaneFromPoints( pc, points[ 0 ], points[ 2 ], backs[ 2 ] ) )
                                        {
-                                               /* build a brush */
-                                               buildBrush = AllocBrush( 48 );
-                                               
-                                               buildBrush->entityNum = mapEntityNum;
-                                               buildBrush->original = buildBrush;
-                                               buildBrush->contentShader = si;
-                                               buildBrush->compileFlags = si->compileFlags;
-                                               buildBrush->contentFlags = si->contentFlags;
-                                               buildBrush->detail = qtrue;
-                                               
                                                /* set up brush sides */
                                                buildBrush->numsides = 5;
-                                               for( j = 0; j < buildBrush->numsides; j++ )
-                                                       buildBrush->sides[ j ].shaderInfo = si;
+                                               buildBrush->sides[ 0 ].shaderInfo = si;
+                                               for( j = 1; j < buildBrush->numsides; j++ )
+                                                       buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works
+
                                                buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points );
-                                               buildBrush->sides[ 1 ].planenum = FindFloatPlane( pa, pa[ 3 ], 1, &points[ 2 ] );
-                                               buildBrush->sides[ 2 ].planenum = FindFloatPlane( pb, pb[ 3 ], 1, &points[ 1 ] );
-                                               buildBrush->sides[ 3 ].planenum = FindFloatPlane( pc, pc[ 3 ], 1, &points[ 0 ] );
-                                               buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 3, points );
-                                               
-                                               /* add to entity */
-                                               if( CreateBrushWindings( buildBrush ) )
-                                               {
-                                                       AddBrushBevels();
-                                                       //%     EmitBrushes( buildBrush, NULL, NULL );
-                                                       buildBrush->next = entities[ mapEntityNum ].brushes;
-                                                       entities[ mapEntityNum ].brushes = buildBrush;
-                                                       entities[ mapEntityNum ].numBrushes++;
-                                               }
-                                               else
-                                                       free( buildBrush );
+                                               buildBrush->sides[ 1 ].planenum = FindFloatPlane( pa, pa[ 3 ], 2, &points[ 1 ] ); // pa contains points[1] and points[2]
+                                               buildBrush->sides[ 2 ].planenum = FindFloatPlane( pb, pb[ 3 ], 2, &points[ 0 ] ); // pb contains points[0] and points[1]
+                                               buildBrush->sides[ 3 ].planenum = FindFloatPlane( pc, pc[ 3 ], 2, &points[ 2 ] ); // pc contains points[2] and points[0] (copied to points[3]
+                                               buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 3, backs );
                                        }
+                                       else
+                                       {
+                                               free(buildBrush);
+                                               continue;
+                                       }
+
+                                       normalEpsilon = normalEpsilon_save;
+                                       distanceEpsilon = distanceEpsilon_save;
+
+                                       /* add to entity */
+                                       if( CreateBrushWindings( buildBrush ) )
+                                       {
+                                               AddBrushBevels();
+                                               //%     EmitBrushes( buildBrush, NULL, NULL );
+                                               buildBrush->next = entities[ mapEntityNum ].brushes;
+                                               entities[ mapEntityNum ].brushes = buildBrush;
+                                               entities[ mapEntityNum ].numBrushes++;
+                                       }
+                                       else
+                                               free( buildBrush );
                                }
                        }
                }
@@ -536,13 +672,15 @@ adds misc_model surfaces to the bsp
 
 void AddTriangleModels( entity_t *e )
 {
-       int                             num, frame, castShadows, recvShadows, spawnFlags;
+       int                             num, frame, skin, castShadows, recvShadows, spawnFlags;
        entity_t                *e2;
        const char              *targetName;
        const char              *target, *model, *value;
        char                    shader[ MAX_QPATH ];
        shaderInfo_t    *celShader;
        float                   temp, baseLightmapScale, lightmapScale;
+       float                   shadeAngle;
+       int                             lightmapSampleSize;
        vec3_t                  origin, scale, angles;
        m4x4_t                  transform;
        epair_t                 *ep;
@@ -566,9 +704,23 @@ void AddTriangleModels( entity_t *e )
        }
        
        /* get lightmap scale */
-       baseLightmapScale = FloatForKey( e, "_lightmapscale" );
-       if( baseLightmapScale <= 0.0f )
-               baseLightmapScale = 0.0f;
+       /* vortex: added _ls key (short name of lightmapscale) */
+       baseLightmapScale = 0.0f;
+       if( strcmp( "", ValueForKey( e, "lightmapscale" ) ) ||
+               strcmp( "", ValueForKey( e, "_lightmapscale" ) ) || 
+               strcmp( "", ValueForKey( e, "_ls" ) ) )
+       {
+               baseLightmapScale = FloatForKey( e, "lightmapscale" );
+               if( baseLightmapScale <= 0.0f )
+                       baseLightmapScale = FloatForKey( e, "_lightmapscale" );
+               if( baseLightmapScale <= 0.0f )
+                       baseLightmapScale = FloatForKey( e, "_ls" );
+               if( baseLightmapScale < 0.0f )
+                       baseLightmapScale = 0.0f;
+               if( baseLightmapScale > 0.0f )
+                       Sys_Printf( "World Entity has lightmap scale of %.4f\n", baseLightmapScale );
+       }
+       
        
        /* walk the entity list */
        for( num = 1; num < numEntities; num++ )
@@ -595,7 +747,11 @@ void AddTriangleModels( entity_t *e )
                }
                
                /* get model frame */
-               frame = IntForKey( e2, "_frame" );
+               frame = 0;
+               if(strcmp("", ValueForKey( e2, "_frame")))
+                       frame = IntForKey(e2, "_frame");
+               else if(strcmp("", ValueForKey( e2, "frame")))
+                       frame = IntForKey(e2, "frame");
                
                /* worldspawn (and func_groups) default to cast/recv shadows in worldspawn group */
                if( e == entities )
@@ -685,15 +841,65 @@ void AddTriangleModels( entity_t *e )
                        celShader = ShaderInfoForShader( shader );
                }
                else
-                       celShader = NULL;
-               
+                       celShader = *globalCelShader ? ShaderInfoForShader(globalCelShader) : NULL;
+
+               /* jal : entity based _samplesize */
+               lightmapSampleSize = 0;
+               if ( strcmp( "", ValueForKey( e2, "_lightmapsamplesize" ) ) )
+                       lightmapSampleSize = IntForKey( e2, "_lightmapsamplesize" );
+               else if ( strcmp( "", ValueForKey( e2, "_samplesize" ) ) )
+                       lightmapSampleSize = IntForKey( e2, "_samplesize" );
+
+               if( lightmapSampleSize < 0 )
+                       lightmapSampleSize = 0;
+
+               if( lightmapSampleSize > 0.0f )
+                       Sys_Printf( "misc_model has lightmap sample size of %.d\n", lightmapSampleSize );
+
                /* get lightmap scale */
-               lightmapScale = FloatForKey( e2, "_lightmapscale" );
-               if( lightmapScale <= 0.0f )
-                       lightmapScale = baseLightmapScale;
-               
+               /* vortex: added _ls key (short name of lightmapscale) */
+               lightmapScale = 0.0f;
+               if( strcmp( "", ValueForKey( e2, "lightmapscale" ) ) ||
+                       strcmp( "", ValueForKey( e2, "_lightmapscale" ) ) || 
+                       strcmp( "", ValueForKey( e2, "_ls" ) ) )
+               {
+                       lightmapScale = FloatForKey( e2, "lightmapscale" );
+                       if( lightmapScale <= 0.0f )
+                               lightmapScale = FloatForKey( e2, "_lightmapscale" );
+                       if( lightmapScale <= 0.0f )
+                               lightmapScale = FloatForKey( e2, "_ls" );
+                       if( lightmapScale < 0.0f )
+                               lightmapScale = 0.0f;
+                       if( lightmapScale > 0.0f )
+                               Sys_Printf( "misc_model has lightmap scale of %.4f\n", lightmapScale );
+               }
+
+               /* jal : entity based _shadeangle */
+               shadeAngle = 0.0f;
+               if ( strcmp( "", ValueForKey( e2, "_shadeangle" ) ) )
+                       shadeAngle = FloatForKey( e2, "_shadeangle" );
+               /* vortex' aliases */
+               else if ( strcmp( "", ValueForKey( e2, "_smoothnormals" ) ) )
+                       shadeAngle = FloatForKey( e2, "_smoothnormals" );
+               else if ( strcmp( "", ValueForKey( e2, "_sn" ) ) )
+                       shadeAngle = FloatForKey( e2, "_sn" );
+               else if ( strcmp( "", ValueForKey( e2, "_smooth" ) ) )
+                       shadeAngle = FloatForKey( e2, "_smooth" );
+
+               if( shadeAngle < 0.0f )
+                       shadeAngle = 0.0f;
+
+               if( shadeAngle > 0.0f )
+                       Sys_Printf( "misc_model has shading angle of %.4f\n", shadeAngle );
+
+               skin = 0;
+               if(strcmp("", ValueForKey( e2, "_skin")))
+                       skin = IntForKey(e2, "_skin");
+               else if(strcmp("", ValueForKey( e2, "skin")))
+                       skin = IntForKey(e2, "skin");
+
                /* insert the model */
-               InsertModel( (char*) model, frame, transform, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale );
+               InsertModel( model, skin, frame, transform, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale, lightmapSampleSize, shadeAngle );
                
                /* free shader remappings */
                while( remap != NULL )