[Gtkradiant] [Bug 547] New: Convert WorldCraft tex-coords to BP tex-coords

gtkradiant@zerowing.idsoftware.com gtkradiant@zerowing.idsoftware.com
Tue, 28 May 2002 14:15:18 -0500


http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=547

           Summary: Convert WorldCraft tex-coords to BP tex-coords
           Product: GtkRadiant
           Version: 1.3
        OS/Version: All
            Status: NEW
          Severity: enhancement
          Priority: P3
         Component: editor
        AssignedTo: ttimo@idsoftware.com
        ReportedBy: hydra@hydras-world.com


Need a way to convert worldcraft texture coordinates into brush primitive 
texture coordinates.

A worldcraft .map file looks like this:

( -2064 1377 0 ) ( -2064 1409 0 ) ( -2032 1409 0 ) +0~TNNL_LGT4 [ 1 0 0 48 ] [ 
0 -1 0 1 ] 0 1 1 

where: 
[ 1 0 0 48 ] [ 0 -1 0 1 ] = [Ux Uy Uz shift] [Vx Vy Vz shift]

Brush primitives use two vectors also, but no shift values.  Maybe the vectors 
are compatible ?

Currently the U and V axes are ignored by the map loader and only the shift 
values are used.

For reference see the following files:

ZHLT/hlcsg/map.cpp - ParseBrush() - line 189
GtkRadiant/plugins/mapq3.cpp - Face_Parse() - line 437

For the ZHLT source, see bug #442 - 
http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=442

This isn't a major issue for me, but I know of other people out there will want 
to carry on editing their old maps in Radiant and some will also want to use 
WorldCraft at the same time as Radiant

I don't know much about matrix transforms and such, so I need someone else to 
look at this.

Once the code for the transform is done, I'll also need a reverse transform so 
that we can save files in Worldcraft format too.

When that is done, give me the transform code and I'll do the rest.



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