Tools for preprocessing data files from Quake to make them suitable for use on PS1 hardware
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Nico de Poel
f596c008d7
Store sampled light data per face vertex, so we can individually light each face without having to average lighting values.
Keeping averaged light per vertex intact for now, as sampling isn't quite perfect yet and I like to have some options.
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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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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.
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3 years ago |
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PS1BSP.vcxproj.filters
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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.
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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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Fixed lightmap sampling:
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3 years ago |
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main.cpp
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Store sampled light data per face vertex, so we can individually light each face without having to average lighting values.
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3 years ago |
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ps1bsp.h
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Store sampled light data per face vertex, so we can individually light each face without having to average lighting values.
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3 years ago |