Tools for preprocessing data files from Quake to make them suitable for use on PS1 hardware
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Nico de Poel
219fc6db32
Implemented an alternative method for computing lighting per face vertex, one that's simpler, faster and that produces better results.
Still not quite perfect yet but about where I want it to be for now.
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3 years ago |
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Docs
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Added documentation downloaded from Lameguy64
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3 years ago |
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PS1MDL
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First import of PS1 MDL/BSP tools project, long overdue
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3 years ago |
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rectpack
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First import of PS1 MDL/BSP tools project, long overdue
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3 years ago |
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.gitignore
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First import of PS1 MDL/BSP tools project, long overdue
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3 years ago |
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N64E1M1.bsp
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First import of PS1 MDL/BSP tools project, long overdue
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3 years ago |
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N64E2M2.bsp
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First import of PS1 MDL/BSP tools project, long overdue
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3 years ago |
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PS1BSP.sln
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First import of PS1 MDL/BSP tools project, long overdue
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3 years ago |
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PS1BSP.vcxproj
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First attempt at calculating lighting per face-vertex with smoothing based on the angle between faces, using edge adjacency to determine neighbouring faces.
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3 years ago |
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PS1BSP.vcxproj.filters
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First attempt at calculating lighting per face-vertex with smoothing based on the angle between faces, using edge adjacency to determine neighbouring faces.
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3 years ago |
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anorms.h
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First import of PS1 MDL/BSP tools project, long overdue
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3 years ago |
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bsp.h
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First attempt at calculating lighting per face-vertex with smoothing based on the angle between faces, using edge adjacency to determine neighbouring faces.
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3 years ago |
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common.h
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Implemented an alternative method for computing lighting per face vertex, one that's simpler, faster and that produces better results.
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3 years ago |
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lighting.cpp
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Implemented an alternative method for computing lighting per face vertex, one that's simpler, faster and that produces better results.
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3 years ago |
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lighting.h
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Implemented an alternative method for computing lighting per face vertex, one that's simpler, faster and that produces better results.
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3 years ago |
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main.cpp
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Implemented an alternative method for computing lighting per face vertex, one that's simpler, faster and that produces better results.
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3 years ago |
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ps1bsp.h
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First attempt at calculating lighting per face-vertex with smoothing based on the angle between faces, using edge adjacency to determine neighbouring faces.
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3 years ago |
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ps1types.h
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Reworked PS1BSP format to use dentry-style header info, and added structs for planes, nodes and leafs.
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3 years ago |