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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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//------------------------------------------------------------------ |