[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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