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66 lines
2.8 KiB
66 lines
2.8 KiB
// -----------------------------------------------------------------
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// JAY:
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//
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DONE: Fix tools for HL2/TF2 coordinate space
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DONE: Load textures from Half-Life .WADs
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DONE: Write out Q2 texture format (not miptex)
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DONE: Write test map viewer
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DONE: Test detail brushes
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DONE: view portals to test
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NOT DOING:Write out HL style collision trees
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DONE: new engine loader
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DONE: new vis in HL2 engine - looks simple now
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DONE: Do QRAD backwards? i.e. use Valve QRAD, and merge in the Q2 file formats? probably
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DONE: Integrate Ken's qrad code into qrad3
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DONE: add area portal visibility to HL2 engine
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DONE: write area portal entities for HL2/TF2
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DONE: test area portal code
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Split clusters for outdoor vis
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// -----------------------------------------------------------------
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QBSP3 Chop is based on recursive subdivision.
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- Force natural alignment of some sort to eliminate slivers where brushes meet ?
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Use Q2 style ladder indicator? yes
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Use Q2 style friction indicator? probably or not if physics based
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// -----------------------------------------------------------------
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// CHARLIE:
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//
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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NOTE: set DISP_PROTO to compile with displacement map info -- not on by default until
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the prototype is done, the checked in .exe does not have displacement map functionality
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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DONE: put DISP_PROTO defines around all of the displacement code until prototyping is done
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DONE: add displacement map structure
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DONE: add displacement face structure
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DONE: change face/side structures to accept displacement texinfo and displacement face indices
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DONE: change .map loader to parse displacment map info
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DONE: don't allow merge or subdivision of displacement faces
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DONE: when splitting brushes, the new generated side get initialized to -1
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DONE: add find displacement face functionality, then create it if not found
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DONE: add find displacement map functionality, then create it if not found
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DONE: initialize the displacement data before loading the .map file
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initialize the face data with dispface and dispmap = -1, is this necessary????
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DONE: copy from bsp tool face to bsp file face -- the displacement info
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DONE: add/copy lumps
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DONE: swap data for writing to bsp -- not really necessary, but to keep in sync with the rest
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DONE: write .bsp data out
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DONE: add displacement data to .bsp statistics -- print file
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Test maps:
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DONE: map where disp face gets split by block node
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DONE: map where disp face attempts merge/split
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DONE: map with texture disp face
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DONE: map with lots of disp faces
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DONE: map with multiple disp faces referencing one map
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DONE: map with multiple disp faces on one brush
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DONE: map with multiple disp faces on one brush referencing one map
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DONE: map with funky texture split encased on one portal
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//------------------------------------------------------------------
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