Tools for preprocessing data files from Quake to make them suitable for use on PS1 hardware
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
Nico de Poel
552678f67c
Reduced amount of geometry artifacting from T-junctions by rounding repeating UVs down to a grid that will be shared by adjacent faces using the same textures.
Sacrifices some performance again, but makes both geometry and lighting look a lot more solid.
|
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
|
Made an attempt at detecting T-junctions in geometry and correcting the vertices for that. It sort of works but it doesn't have the desired effect yet. Back to the drawing board.
|
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
|
Reduced amount of geometry artifacting from T-junctions by rounding repeating UVs down to a grid that will be shared by adjacent faces using the same textures.
|
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
|
Tessellate faces into bigger chunks when texture repeating is an option.
|
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 |