Tools for preprocessing data files from Quake to make them suitable for use on PS1 hardware
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Nico de Poel 39fa8bcb14 Apply uv offsets only on non-repeating textures, to avoid overflow errors on textures near the texture page edges. Fixes wonky textures on maps like E1M1 and E1M8. 3 years ago
Docs Added documentation downloaded from Lameguy64 3 years ago
PS1MDL First import of PS1 MDL/BSP tools project, long overdue 3 years ago
rectpack Tweaked heuristics of the rectpack algorithm to produce better results for our non-square texture atlases. 3 years ago
.gitignore Allow easier bulk map conversion 3 years ago
N64E1M1.bsp First import of PS1 MDL/BSP tools project, long overdue 3 years ago
N64E2M2.bsp First import of PS1 MDL/BSP tools project, long overdue 3 years ago
PS1BSP.sln First import of PS1 MDL/BSP tools project, long overdue 3 years ago
PS1BSP.vcxproj Implemented a more accurate face area computation, allowing for more precise tessellation LOD selection. 3 years ago
PS1BSP.vcxproj.filters Implemented a more accurate face area computation, allowing for more precise tessellation LOD selection. 3 years ago
anorms.h First import of PS1 MDL/BSP tools project, long overdue 3 years ago
bsp.h Loosened tolerance for vertex equality a bit more because wow, floats are really inaccurate huh? Fixes light sampling issues on E4M6 and E4M7. 3 years ago
common.h Added a few source references 3 years ago
face.cpp Use GPC to get rid of redundant vertices on some faces, which will reduce a bunch of them down to simple quads. This makes for slightly less additional vertex data required when storing bounds. 3 years ago
face.h Use GPC to get rid of redundant vertices on some faces, which will reduce a bunch of them down to simple quads. This makes for slightly less additional vertex data required when storing bounds. 3 years ago
gpc.cpp Imported General Polygon Clipper library, which could come in handy to cut up faces to accomplish texture tiling 3 years ago
gpc.h Imported General Polygon Clipper library, which could come in handy to cut up faces to accomplish texture tiling 3 years ago
lighting.cpp A bit of cleanup: 3 years ago
lighting.h A bit of cleanup: 3 years ago
main.cpp Use GPC to get rid of redundant vertices on some faces, which will reduce a bunch of them down to simple quads. This makes for slightly less additional vertex data required when storing bounds. 3 years ago
matrix.h Create a reusable texture space transform matrix per face, and use it to build up the texture boundaries. 3 years ago
palette.lmp Added code and resources for exporting TIM image files directly 3 years ago
ps1bsp.h Reorganized the texture packing code to allow for multiple packing steps, with repeatable textures getting packed first. 3 years ago
ps1types.h Added bounding spheres to node data, used for frustum culling 3 years ago
tesselate.cpp Apply uv offsets only on non-repeating textures, to avoid overflow errors on textures near the texture page edges. Fixes wonky textures on maps like E1M1 and E1M8. 3 years ago
tesselate.h Reworked lightmap sampling using a lightmap space transform and correctly rounding values, using the Quake source for reference. Finally fixes a bunch of lingering lighting artifacts. 3 years ago
texture.cpp Apply uv offsets only on non-repeating textures, to avoid overflow errors on textures near the texture page edges. Fixes wonky textures on maps like E1M1 and E1M8. 3 years ago
texture.h Tessellate faces into bigger chunks when texture repeating is an option. 3 years ago
tim.cpp Added code and resources for exporting TIM image files directly 3 years ago
tim.h Added code and resources for exporting TIM image files directly 3 years ago