6 Commits (01a36906a9bb6341bbe7d2e646c66f6249850b2e)

Author SHA1 Message Date
Nico de Poel d73d86ce11 Keep hold of surface flag when converting brush model surfaces, and use this to identify liquid surfaces during material creation. Liquids now have their own material with the option to apply alpha blending depending on the type of liquid. 5 years ago
Nico de Poel 59a64473b0 Marshal only one polygon per brush model surface for conversion into a Unity mesh. Any subsequent polygons are pre-tessellated versions meant for the water warping effect, which we won't need as this will be handled by GPU tessellation. Fixed garbled water surface caused by having two polygon meshes overlapping. 5 years ago
Nico de Poel c5cefca10d Minor fixes for compatibility issues with QRally: 5 years ago
Nico de Poel c9271a7772 Cache brush surface texture numbers instead of re-marshaling them on each access. Fixes textures getting mixed up on brush model entities after map switch. 5 years ago
Nico de Poel 0dc5c1a14b Create world submodel game objects and link them to entities, allowing doors and buttons and such to work properly. Also don't bother linking the view entity to a model. 5 years ago
Nico de Poel f944b7d4ff Moved some files around 5 years ago
Nico de Poel 3de63008b7 Further cleaned up BrushModel code and moved creation of debug game objects into RenderModule, where the models can be linked to their textures now as well. The result: properly textured maps are being rendered! 5 years ago
Nico de Poel 331aa4bccc Some cleanup and organization: 5 years ago
Nico de Poel 32897138b5 Build a single giant mesh for every texture-lightmap group of surfaces. Greatly improves rendering performance. 5 years ago
Nico de Poel 5598ceeeed Group surfaces based on texture and lightmap, while keeping them grouped inside each brush submodel 5 years ago
Nico de Poel e753e1cc34 Recreate the BSP tree structure through a GameObject hierarchy. This gives a bit more insight into the structure of the map data. 5 years ago
Nico de Poel a615495c25 Recursively traverse the BSP tree and create surface meshes per node 5 years ago
Nico de Poel 11c3b2d826 Defined structs for BSP SubModels and Nodes, which will allow for a more systematic conversion to Unity meshes. Also moved more marshalling code into the data classes, which seems like a more natural place. 5 years ago
Nico de Poel 211c64a879 "Fixed" coordinate conversion from Quake to Unity, by swizzling Y and Z coordinates during vector conversion. There seems to be a lot of confusion and disagreement about Quake's coordinate system, but this setup is simple and looks correct both in-game and in-editor, and the world isn't mirrored anymore either. 5 years ago
Nico de Poel 403e7d0eb4 Added struct definitions and marshaling code to obtain texture numbers for brush model surfaces 5 years ago
Nico de Poel 89f3600608 Reconstruct brush model data based on glpoly_t data generated by GLQuake. We can now successfully display BSP maps in Unity! 5 years ago