int objLastShaderNum = -1;
static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin )
{
- int i, v, face, a, b, c;
+ int i, v, a, b, c;
bspDrawVert_t *dv;
/* ignore patches for now */
{
if(objLastShaderNum != ds->lightmapNum[0])
{
- fprintf(f, "usemtl lm_%04d\r\n", ds->lightmapNum[0]);
- objLastShaderNum = ds->lightmapNum[0];
+ fprintf(f, "usemtl lm_%04d\r\n", ds->lightmapNum[0] + deluxemap);
+ objLastShaderNum = ds->lightmapNum[0] + deluxemap;
}
- if(ds->lightmapNum[0] < firstLightmap)
+ if(ds->lightmapNum[0] + (int)deluxemap < firstLightmap)
{
- Sys_Printf( "WARNING: lightmap %d out of range (exporting anyway)\n", ds->lightmapNum[0] );
- firstLightmap = ds->lightmapNum[0];
+ Sys_Printf( "WARNING: lightmap %d out of range (exporting anyway)\n", ds->lightmapNum[0] + deluxemap );
+ firstLightmap = ds->lightmapNum[0] + deluxemap;
}
if(ds->lightmapNum[0] > lastLightmap)
{
- Sys_Printf( "WARNING: lightmap %d out of range (exporting anyway)\n", ds->lightmapNum[0] );
- lastLightmap = ds->lightmapNum[0];
+ Sys_Printf( "WARNING: lightmap %d out of range (exporting anyway)\n", ds->lightmapNum[0] + deluxemap );
+ lastLightmap = ds->lightmapNum[0] + deluxemap;
}
}
else
/* export faces */
for( i = 0; i < ds->numIndexes; i += 3 )
{
- face = (i / 3);
a = bspDrawIndexes[ i + ds->firstIndex ];
c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum )
{
shaderInfo_t *si;
- char *c, filename[ 1024 ];
+ char filename[ 1024 ];
/* get shader */
strcpy( filename, si->shaderImage->filename );
else
sprintf( filename, "%s.tga", si->shader );
+
+ /* blender hates this, so let's not do it
for( c = filename; *c != '\0'; c++ )
if( *c == '/' )
*c = '\\';
+ */
/* print shader info */
fprintf( f, "newmtl %s\r\n", shader->shader );
if(shadersAsBitmap)
fprintf( f, "map_Kd %s\r\n", shader->shader );
else
+ /* blender hates this, so let's not do it
fprintf( f, "map_Kd ..\\%s\r\n", filename );
+ */
+ fprintf( f, "map_Kd ../%s\r\n", filename );
}
static void ConvertLightmapToMTL( FILE *f, const char *base, int lightmapNum )
/* print shader info */
fprintf( f, "newmtl lm_%04d\r\n", lightmapNum );
if(lightmapNum >= 0)
+ /* blender hates this, so let's not do it
fprintf( f, "map_Kd %s\\lm_%04d.tga\r\n", base, lightmapNum );
+ */
+ fprintf( f, "map_Kd %s/lm_%04d.tga\r\n", base, lightmapNum );
}