Team Fortress 2 Source Code as on 22/4/2020
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65 lines
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  1. // -----------------------------------------------------------------
  2. // JAY:
  3. //
  4. DONE: Fix tools for HL2/TF2 coordinate space
  5. DONE: Load textures from Half-Life .WADs
  6. DONE: Write out Q2 texture format (not miptex)
  7. DONE: Write test map viewer
  8. DONE: Test detail brushes
  9. DONE: view portals to test
  10. NOT DOING:Write out HL style collision trees
  11. DONE: new engine loader
  12. DONE: new vis in HL2 engine - looks simple now
  13. DONE: Do QRAD backwards? i.e. use Valve QRAD, and merge in the Q2 file formats? probably
  14. DONE: Integrate Ken's qrad code into qrad3
  15. DONE: add area portal visibility to HL2 engine
  16. DONE: write area portal entities for HL2/TF2
  17. DONE: test area portal code
  18. Split clusters for outdoor vis
  19. // -----------------------------------------------------------------
  20. QBSP3 Chop is based on recursive subdivision.
  21. - Force natural alignment of some sort to eliminate slivers where brushes meet ?
  22. Use Q2 style ladder indicator? yes
  23. Use Q2 style friction indicator? probably or not if physics based
  24. // -----------------------------------------------------------------
  25. // CHARLIE:
  26. //
  27. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  28. NOTE: set DISP_PROTO to compile with displacement map info -- not on by default until
  29. the prototype is done, the checked in .exe does not have displacement map functionality
  30. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  31. DONE: put DISP_PROTO defines around all of the displacement code until prototyping is done
  32. DONE: add displacement map structure
  33. DONE: add displacement face structure
  34. DONE: change face/side structures to accept displacement texinfo and displacement face indices
  35. DONE: change .map loader to parse displacment map info
  36. DONE: don't allow merge or subdivision of displacement faces
  37. DONE: when splitting brushes, the new generated side get initialized to -1
  38. DONE: add find displacement face functionality, then create it if not found
  39. DONE: add find displacement map functionality, then create it if not found
  40. DONE: initialize the displacement data before loading the .map file
  41. initialize the face data with dispface and dispmap = -1, is this necessary????
  42. DONE: copy from bsp tool face to bsp file face -- the displacement info
  43. DONE: add/copy lumps
  44. DONE: swap data for writing to bsp -- not really necessary, but to keep in sync with the rest
  45. DONE: write .bsp data out
  46. DONE: add displacement data to .bsp statistics -- print file
  47. Test maps:
  48. DONE: map where disp face gets split by block node
  49. DONE: map where disp face attempts merge/split
  50. DONE: map with texture disp face
  51. DONE: map with lots of disp faces
  52. DONE: map with multiple disp faces referencing one map
  53. DONE: map with multiple disp faces on one brush
  54. DONE: map with multiple disp faces on one brush referencing one map
  55. DONE: map with funky texture split encased on one portal
  56. //------------------------------------------------------------------