26 Commits (5e607f4239bd969a26680b4334f6cb4c172de7a6)

Author SHA1 Message Date
Nico de Poel 5e607f4239 Added implementation of generic "run particle effect", which is used for things like blood effects and bullet wall impacts. Also tweaked the setup of particle rendering to be more in line with QuakeSpasm, though I'll need to do a good A/B comparison sometime. 5 years ago
Nico de Poel cce1ed6d47 Reuse the same lightmap byte buffer, since the lightmap dimensions are static anyway. Reduces the amount of garbage produced by dynamic lightmap uploading. 5 years ago
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 a479d7246b Reworked coordinate and rotation conversion from Quake to Unity. It still feels weird, but entity models are now seemingly oriented correctly, and some strange edge cases with entities rotating in the wrong direction have been cleared up. 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 66c62001d0 Squashed a bunch of bugs in the alias model animation system and integrated transform/animation updates into the alias model lerping system. Entities are now correctly animated, yay! 5 years ago
Nico de Poel e6fd7b83ae First bits of entity logic: assign alias models, update transform and animation, remove entity. Still lots of problems to solve, but it's starting to do something. 5 years ago
Nico de Poel 331aa4bccc Some cleanup and organization: 5 years ago
Nico de Poel 15e3faa753 Added callback function to allow Quake to send the view parameters to Unity, and apply them to the main camera. This makes actual movement through the map in Unity possible. 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 05731a8e09 Removed redundant division in QTriVertex conversion, and scaled up the rest of the test scene to match. Fixes scale of imported alias models when compared to the world brush model. 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
Nico de Poel 3988db5f8e Defined a bunch more data for brush models and initial marshaling of model data 5 years ago
Nico de Poel 4a7155bb1b Fixed marshaling of multi-dimensional arrays of QGLTextures, and add a second unlit material layer with additive blending for models that use fullbright textures 5 years ago
Nico de Poel e70d363998 Implemented uploading of skin texture data to Unity, and linking loaded alias models to their primary skin texture 5 years ago
Nico de Poel 428eebb941 Pass along alias frame type and correctly count the total number of poses in a model, so that the correct number of pose vertices are marshaled and we can identify models that use group frame animations instead of typical single frames. Quake's model formats are weird. 5 years ago
Nico de Poel 96d2a1fe7b First setup to upload brush models (specifically: the world model) from Quake to Unity. Updated the QWorld class to include the fields added by QuakeSpasm. 5 years ago
Nico de Poel ab880f9cfb Added a custom marshaler to decode screen texts received from Quake, which uses single-byte characters and a non-standard character set. Fixes string conversion errors and a fatal exception whenever the "ö" character is printed in the Zerstörer mod. 5 years ago
Nico de Poel 61a845338e Further mesh conversion research: animation frames are now converted into blend shape animations, which can be played back either with or without smoothing. 5 years ago
Nico de Poel 834ff9a794 First test converting models from Quake into Unity meshes, including normals and UVs. It's still far from perfect (back side UVs are not handled at all yet) but it's a good demonstration of what will be possible. 5 years ago
Nico de Poel 0f02005c58 Reimplemented uploading of alias model data, which now includes all vertex, triangle index and UV data 5 years ago
Nico de Poel 3b4382954a Some renaming and reorganization 5 years ago