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Q3BSP v1.1 Q3BSP v1.0 by John W. Ratcliff jratcliff@verant.com Open Sourced December 5, 2000 Merry Christmas v1.1 / VRML 97 by Holger Grahn hg@x79.net Q3BSP is a cross-platform console application that will convert any valid Quake 3 BSP file into an organized polygon mesh and export the results into a standardized ASCII file format, VRML 1.0. I encourage users of this software to expand this tool to export in other popular ASCII file formats, especially ones which support multiple U/V channels. This utility will convert a Quake3 BSP into a valid polygon mesh and output the results into two seperate VRML 1.0 files. The first VRML file contains all the U/V mapping and texture mapping information for channel #1, and the second VRML file will contain all of the U/V mapping and texture names for the second U/V channel, which contains all lightmap information. You can then directly import these files into any number of 3d editing tools, including 3d Studio Max This tool also extracts the lightmap data and saves it out as a series of .PNG files. Contact Id Software about using Quake 3 data files and Quake 3 editing tools for commercial software development projects. This tool will parse Quake 3 shader files to find the base texture name used. I have not included the Quake 3 shader files with this build, but you can copy them into the working directory yourself. This source code makes heavy use of C++ and STL. It is mostly OS neutral and should compile fairly easily on any system. This project was created with Microsoft Developer Studio 6.0 and all you should have to do is load the workspace and compile it. The files included in this project are: arglist.h Utility class to parse a string into a series of arglist.cpp arguments. fload.h Utility class to load a file from disk into memory. fload.cpp Makefile You can use this to compile with the make utility. main.cpp Main console application. main.cpp Some helper functions for cross-platform compatiblity. patch.h Converts a Quake 3 Bezier patch into a set of patch.cpp triangles. plane.h Simple representation of a plane equation. q3bsp.h Class to load a Quake 3 BSP file q3bsp.cpp q3bsp.dsp Dev Studio Project file q3bsp.dsw Dev Studio Workspace q3def.h Data definitions for Quake 3 data structures. q3effects.wrl Some Quake 3 shader effects emulation. q3shader.h Utility to parse Quake 3 shader files. q3shader.cpp qdefs.h Misc definitions compatible with Q3. rect.h Simple template class to represent an axis aligned bounding region. stable.h Simple class to maintain a set of ascii strings with no duplications. stb_image_write.h Cross-platform image reading and writing. stb_image.h stl.h Includes common STL header files. stringdict.h Application global string table. stringdict.cpp vector.h Simple template class to represent a 3d data point. vformat.h Class to create an organized mesh from a polygon soup. vformat.cpp Also saves output into VRML 1.0 & 2 ================================================================================== VRML 97 extension by Holger Grahn hg@x79.net. Using q3bsp -2 bspfile Two VRML 97 files are created, the lightmaps are stored in PNG format Using q3bsp -2m bspfile One VRML 97 is created using a MultiTexture NODE extensions, the lightmaps are stored in PNG format This extensions is supported by blaxxun Contact 5 VRML plugin. In the directory the file q3effects.wrl is copied into the output file. The additional option v puts the shader name as string after each Appearance. The output was tested the following way : get Quake3 or Quake3 team arena demo from http://www.quake3arena.com/tademo/ http://www.quake3world.com/demo/teamarena.html rename demoq3/pak0.pk3 to demoq3/pak0.zip unzip bsp files, textures (jpg, tga) & shaders with path to some directory you now have : dir/maps dir/textures dir/scripts cd dir inside dir run : q3bsp -2m maps\q3dm1 files are created in dir (wrl, light map PNG's) referenced TGA files are automatically converted to PNG if not yet existing ToDo: translating of more entities using q3 bsptree / pvs information Q3 shaders can have n textures, check & translate shader properties like cull, blendMode etc I was trying to emulate some Q3 shader effects with multi texturing. Faces without a shader use two textures, light map & texture. Its still a problem to exactly reproduce q3 brightness. in v1.1 Vertex color are exported, a problem might be that the rgbgen keyword is not supported. Effect shaders can use up to 8 textures, with the current set of boards this effects are not possible to emulate. This would require Multipath rendering. For improvements see q3shader.cpp for shader parsing and vformat.cpp for shader conversion. New shader files need to manually insertd in q3shader.cpp q3links id Software =========== http://www.idsoftware.com/ http://www.quake3arena.com/ Tools ===== Map building q3map GtkRandiant http://www.qeradiant.com/ http://quake3.qeradiant.com/ q3ase Shader file editor http://www.fileplanet.com/index.asp?file=56919 Sites ===== http://www.quake3world.com/ http://www.planetquake.com/ http://www.3ddownloads.com/ Info & Resources for builders ============================= http://www.quake3world.com/editing/ http://www.planetquake.com/polycount/
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Cross-platform converter of Quake III ".bsp" files to VRML
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