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Nico de Poel e4903ca391 Made a start on scriptable visual styles, which encompasses material templates, mesh renderer configuration and texture assignment. The default implementation is based on the GLQuake look, but everything can be overridden to create completely new visual styles. 5 years ago
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QConstants.cs Defined a bunch more data for brush models and initial marshaling of model data 5 years ago
QConstants.cs.meta Implemented uploading of skin texture data to Unity, and linking loaded alias models to their primary skin texture 5 years ago
QExtensions.cs 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
QExtensions.cs.meta Some renaming and reorganization 5 years ago
QLightNormals.cs 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
QLightNormals.cs.meta 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
QMath.cs Reconstruct brush model data based on glpoly_t data generated by GLQuake. We can now successfully display BSP maps in Unity! 5 years ago
QMath.cs.meta Some renaming and reorganization 5 years ago
QModel.cs Some cleanup and organization: 5 years ago
QModel.cs.meta Some renaming and reorganization 5 years ago
QTexture.cs Added struct definitions and marshaling code to obtain texture numbers for brush model surfaces 5 years ago
QTexture.cs.meta Implemented uploading of skin texture data to Unity, and linking loaded alias models to their primary skin texture 5 years ago