59 Commits (68eb9c10c823de83a230ca60f19818b783035bbe)

Author SHA1 Message Date
Nico de Poel f596c008d7 Store sampled light data per face vertex, so we can individually light each face without having to average lighting values. 3 years ago
Nico de Poel c429529e88 Fixed lightmap sampling: 3 years ago
Nico de Poel 9f9bf49a86 Sample lightmaps to accumulate and average lighting values per vertex, then store those in the exported BSP file. 3 years ago
Nico de Poel ba68bc128e Write face vertex indices to output file instead of triangle data, which takes up less space and allows the PS1 code to decide how to draw the primitives. 3 years ago
Nico de Poel 2f3facc4d8 Added a few more bits of BSP data, fixed edge list which is in fact an array of ints; the documentation was wrong. 3 years ago
Nico de Poel 06e87e85a2 Added loading of nodes and leaves 3 years ago
Nico de Poel bd339fc737 Separated file loading from BSP processing, making it easier to use data from different sources and also ensuring everything gets cleaned up properly at the end. 3 years ago
Nico de Poel fac8e40425 Made an attempt to add some structure to the BSP file processing 3 years ago
Nico de Poel 8f82f467a0 First import of PS1 MDL/BSP tools project, long overdue 3 years ago