[Gtkradiant] CVS: OS X Radiant, one dozen donuts, and a sprinkle of Q3Map2
Randy Reddig,,,
gtkradiant@zerowing.idsoftware.com
Tue, 14 Jan 2003 00:02:19 -0600
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--10425241399227
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User : ydnar
Branch : merge-1_2_10-post
Root : zerowing:/cvs
Date : 2003/01/14 00:02:04
OS X Radiant, one dozen donuts, and a sprinkle of Q3Map2
--
GtkRadiant/docs/developer/CHANGES
1.329.2.19 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/docs/developer/CHANGES?rev=1.329.2.19
diff :
- reinstate any missing features of model module.
- Clean up texture menu - texwindow.cpp.
! - Fix bug in xml-property-bag class.
09/01/2003
ydnar
--- 19,36 ----
- clean up camera plugin, remove gtk dependency somehow.
- reinstate any missing features of model module.
- Clean up texture menu - texwindow.cpp.
! - Fix bug in xml-property-bag class.
!
! 13/01/2003
! ydnar
! - GtkRadiant now builds on OS X, Linux, and Win32 out of the same tree
! - OSX build uses gtkfileselect-linux now, as the Darwin version was broken/old
! fixme: change this to use OS X open dialog box or something?
! - Minor fixes to a few files to fix gcc warnings
! - Model module now builds on OS X and Linux, using Synapse properly
! - PicoModel change to invert T coordinate on ASE models
! - Q3Map2 change to export ASE models with T coordinate flipped
! - Misc Q3Map2 changes
09/01/2003
ydnar
GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt
1.1.2.2.2.4 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt?rev=1.1.2.2.2.4
diff :
!
! 2.3.34 (2003-01-08)
!
! - Building from merged GtkRadiant 1.2 -> 1.3 merged codebase
! - IMPORTANT NEW CHANGE: Light entities are now STRIPPED from the BSP file.
! They are re-read in by -light from the MAP file. This has two consequences:
! + It is no longer necessary to re-BSP & re-vis a map in order to change
! lighting. You can just change lights in the map file and run -light.
! + Slightly smaller BSP file, due to fewer entities
! + Faster loading time, as the game code doesn't have to deal with them
! - Added new -ne (normal epsilon) and -de (distance epsilon) for tuning precision
! of plane snapping to correct potential AAS/BSP issues
! - Using latest PicoModel, with support for RTCW MDC models
! - Surfaces per raw lightmap are now sorted by shader name, which should give
! slightly better lightmap efficiency and lower in-game shader counts
! - Adjusted model code to use correct m4x4_t code & angles key
! - Minor bugfix in patch color gradient calculation code
! - Silenced erroneous areaportal warning spew
! - q3map_tcGen now works on model surfaces
! - Using default radiosity subdivide of 256 again (should make radiosity faster)
! - Enabled byte-swapping code so Q3Map2 can be compiled/run on little-endian
! architectures (Mac OS X)
!
!
! 2.3.33 (2002-12-08)
!
! - Added new -bouncescale argument for radiosity scaling
! - Added -pointscale and -areascale for consistent naming
! - Radiosity patch subdivision code enhanced
! - Hint portals split the BSP first (higher priority)
! - Antiportal and areaportal faces split the BSP last, to minimize errors
! - Areaportals work internally like hint and antiportals, so they no longer need
! to be full brushes (the other sides can be skip)
! - External lightmaps are now named "lm_NNNN.tga" in the maps/mapname dir
! - Cleaned up some of -light argument processing
! - Planar surfaces w/o lightmaps will no longer be tagged as MST_TRIANGLE_SOUP
! (this fixes problems with Particle Studio particles dropping out of view)
!
!
! 2.3.32 (2002-11-30)
!
! - GtkRadiant (1.2.11) integration
! - Added epsilon to texture plane choose code to eliminate numerical
! inconsistencies on brush faces slanted at 45 degree angles (bug 637)
! - Fixed bug in lightmap export after lighting when map contains 0 BSP lightmaps
! - Adjusted some light tracing constants to fix certain brush/patch seam shadows
! - Tinkered with skylight code again
! - Fixed bug where lightgrid would be black if level was compiled with -nogrid
! - Fixed -approx code to work in floating-point space, using _minlight
! - Fixed bug where vertex light code was using invalid pvs data to create
! light list for surface, leading to incorrect vertex lighting
! - Fixed related bug in anti-light-leak code that was causing brush faces to go
! black (bug 694)
! - New: _minlight sets _minvertexlight and (new) _mingridlight automatically
! - New: _mingridlight key to set minimum grid lighting
!
!
! 2.3.31 (2002-11-21)
!
! - Stitching the edges of lightmaps on patches that wrap around (cyls and cones)
! so the seam is no longer visible
! - The -patchmeta switch works better now, the patches are still stored in the
! BSP for collision, but are pre-tesselated into nonplanar meta surfaces for
! more efficient rendering
! - Better, more uniform lightmap sample position finding on patch meshes
! - Moved q3map_tcMod and q3map_alphaMod processing to the final phase
! - New: q3map_skylight AMOUNT ITERATIONS to replace surfacelight on sky surfaces
! for much faster and more uniform sky illumination
!
!
! 2.3.30 (Splash Damage internal release)
!
! - Fixed bug in PicoModel ASE material parsing code
! - Fixed a few seam/lightmap precision/projection errors
! - Increased MAX_SHADER FILES to 1024 and fixed overrun error when more than that
! number of shaders was listed in shaderlist.txt
! - Increased a few compiler maximums for larger maps
! - New: -np N switch on BSP phase, works like -shadeangle, in that it forces all
! planar shaders to be nonplanar with the shading angle specified
! - New: -nohint switch on BSP phase, omits hint brushes from compile for testing
! - New: -debugaxis switch on light mode. Colors lightmaps based on their lightmap
! axis (which direction the lightmap was projected on)
! - New: -debugorigin switch on light mode. Colors lightmaps based on the luxel
! origin relative to the raw lightmap's bounding box
! - New: -debugcluster switch on light mode. Colors lightmaps based on the pvs
! cluster the luxel falls into
! - New: -convert switch to convert BSP to ASE file (experimental)
! - New: q3map_lightmapmergable directive to allow terrain to be mapped onto a
! single lightmap page for seamless terrain shadows
!
!
! 2.3.29 (2002-11-03)
!
! - Merged with latest CVS, fixed minor issues with matrix order
! - Fixed minor Sys_FPrintf/Sys_Printf substitution typo in Q3Map2
! - Expanded debug colors to 12 for debugging surface meshes
! - PicoModel: fixed ASE loader to support > 1 texture coordinate per-vertex,
! so more models supported correctly, also loading vertex normals
! - PicoModel: md3 shader names are now cleaned. Suffixes (such as .tga or .jpg)
! are stripped, and \ path separators are changed to /
! - New: Add :q3map to the end of any shader name, and it will be interpreted as
! the named shader minus :q3map. Example:
! textures/shaderlab/concrete:q3map -> textures/shaderlab/concrete
! One potential use is the -approx feature to collapse lightmapped surfaces
! into vertexlit surfaces, saving lightmap space/memory
! - New: q3map_clipModel -- does what you think it does, sort of. This code ix
! really experimental, and should *only* be used on large models such as terrain
! (not small decorative models). This code will be evolving. Note: the shader's
! surfaceparms are inherited by the magic clip brush, so if you have nonsolid
! in your model's shader that uses q3map_clipModel, then the brush will also
! be nonsolid
!
!
! 2.3.28 (2002-11-01)
!
! - Bug 654 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654):
! Fixed problem where brush faces, drawsurfaces, and surfaceparms weren't living
! together in perfect harmony (terrain surfaceparms now inherited by brushes)
! - Nodraw fog works now, albeit when you're underneath, surfaces above don't get
! fogged properly. Could be good for foggy water where you want the above-water
! portions to only be occluded by the water surface
! - Bug 656 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=656):
! Number of lightgrid points displayed (byte size is currently out of proportion
! due to internal storage format) when Q3Map is called with the -info switch
! - Fixed wack surface merging bug where code would attempt to merge triangles not
! adjacent to the current set, causing bad lightmap projections on nonplanar
! surfaces
! - Fixed tiny 1-character bug in 2d lightmap texture allocator where adjacent
! luxels were being checked for occlusion rather than the actual source luxel
!
!
! 2.3.27 (2002-10-31) Happy Halloween!
!
! - Fixed minor bug in scriplib bugfix where the last character in a file wasn't
! being read.
! - Fixed bug where 0-area or bogus triangles were causing crash in MapRawLightmap
! if they used a shader with a normalmap (thanks ShadowSpawn)
! - Fixed bug where lightmaps were getting hosed levelwide on a prerelease version
! of 2.3.27
! - Fixed bug where lightmaps were getting knackered on models and certain patches
! - Merged latest PicoModel version from seaw0lf, adding support for ASE and WF OBJ
! models (preliminary)
! - Increased MAX_MAP_PLANES to 0x40000 (~256k)
!
! Known issues:
! - Lightmap projection and surface merging on large ASE models sometimes flakes
! - Surface to brush surfaceparm propogation doesn't work properly with large
! metasurfaces: http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654
!
!
! 2.3.26 (2002-10-27)
!
! - Now using GtkRadiant's libpng and zlib config (linked as DLLs)
! - Fixed bug in script parser where repeat calls to GetToken() were causing
! memory corruption
! - Fixed SOF2 -rename bug
! - When using -game sof2 or -game jk2, the -flares argument is implied
! - Added -noflares argument to disable the above behavior
! - Added support for flares on entities. Use one of the following keys:
! "_flare" "1" -- use default flare (different for each game)
! "_flareshader" "path/to/flareshader" -- use a specific flare shader
! Note: This only matters in SOF2/JK2 now. Make a light targetted (a spotlight)
! to get it to aim the correct direction, otherwise it defaults to pointing
! downward. You cannot have omnidirectional flares
! - Lightgrid size is automatically increased to accomodate large maps. The
! MAX_MAP_LIGHTGRID error will never happen again
!
!
! 2.3.25 (2002-10-22)
!
! - Go Giants!
! - Fixed bug where Q3Map would crash on writing the BSP after the light stage.
! Thanks to Rap7or (#q3map) and loon8 (Q3W forums) [bug 641]
! - Fixed bug where surface lights were not affecting the light grid properly.
! Thanks to Shadowspawn and djbob [bug 642]
! - NEW: Added -faster support to lightgrid calculations while fixing previous bug
! - NEW: Changed it so the BSP file is written to a temp file first, then renamed.
! This should prevent BSP file corruption on crashes during writes
!
!
! 2.3.24 (2002-10-20)
!
! - Fixed numerous outstanding bugs and issues.
! - Normal interpolation is now improved. It's slightly slower, but more 'correct'
! in cases where you have 10 triangles in one plane and 1 triangle in another
! meeting up and the 10 triangles were over-affecting the average. Only new
! identical normals are averaged now. This change affects phong shading, meta
! surfaces, and PicoModel
! - PicoModel up to version 0.7.6, BSD license, better 3DS model support
! - PicoModel library now fixes broken normals on MD3 and 3DS models
! - Bumpmapping code is improved. The correct tangent vectors per-triangle are
! now calculated so the bumpmaps are consistent with regards to light direction
! - Metasurface merging code optimized. Should be about 100x as fast on complex
! maps or maps using models with high triangle counts
! - Vertexlight code tweaked a bit
! - Triangle/winding orders now more consistent. Tesselated surfaces will have
! a uniform triangle ordering (thanks RR2DO2)
! - NEW: "vertexDeform move" now parsed and surfaces are merged into the
! appropriate BSP leaves they may enter into (thanks to Bart Vrijkorte)
! - NEW: shader command: q3map_alphaMod. Currently takes a single form:
! q3map_alphaMod dotproduct ( NX NY NZ )
! where NX NY NZ are a unit normal (length of 1.0) specifying direction.
! An example use would be snow in a shader's 2nd pass, using alphaFunc or
! blendFunc:
! q3map_alphaMod dotproduct ( 0 0 1 ) // surfaces facing upwards have snow
! (idea contributed by RR2DO2)
!
!
! 2.3.23 (2002-10-18)
!
! - In my haste to release the previous version, I neglected to give credit where
! it was due. Seaw0lf had as much (probably more) to do with the new model
! loading library (PicoModel). Because of his efforts, you can load 3DS models
! and use them in misc_model entities.
! - PicoModel model library up to version 0.7. Improved 3DS support, more stable.
! - Surface models still not reenabled. Soon. :)
! - You can now remap a misc_model's shaders like this:
! Key "_remapNN" "the/model/shader;the/real/shader"
! This works just like TA terrain vertexRemapShader key. You can also supply a
! * glob for the source shader if you want all your model's shaders to use the
! specified shader:
! "_remap" "*;models/mapobjects/tree/bark"
!
!
! 2.3.22 (2002-10-16)
!
! - Moving to sensible Linux-style versioning.
! - The misc_model code has been completely rewritten, breaking surface models.
! Surface models will reappear in the next release, once the new model API has
! stablized.
! - New: MD3 and 3D Studio 3DS models now natively supported.
! - The misc_model "angles" key now supported. Values: "pitch yaw roll" in keeping
! with standard Quake 3 angles order.
! - Models scaled with "modelscale_vec" now have proper normal scaling/rotation
! (thanks SPOG).
! - Models can now be lightmapped.
! - Models can now have > 1000 vertexes per surface.
! - For best results for above, add the following to models' shaders:
! q3map_splotchfix
! q3map_nonplanar
! - 3DS models' MATERIAL NAMES ARE THE FINAL Q3 SHADER NAMES. YOU HAVE BEEN WARNED.
! - Models are generally 13373R. :)
!
!
! 2.3.0-a21 (2002-10-02)
!
! - Fixed a stack of really stupid bugs in the lightgrid code. Should be faster
! and more predictable now.
! - SOF2/JK2 lightgrid now compiled. This is the first version of Q3Map2 that can
! compile full, release-worthy SOF2 and JK2 maps.
! - SOF2/JK2 damageshader and damagable brush faces should work correctly now.
!
!
! 2.3.0-a20 (2002-09-26)
!
! - SOF2/JK2 worldspawn "fog" (and "_fog") shader key support for levelwide fog
! - SOF2/JK2 light "scale" key to scale light brightness
! - SOF2/JK2 -rename function for _bsp and _rmg_bsp shader renaming
!
!
! 2.3.0-a19 (2002-09-24)
!
! - Shaders can now be subclassed (Q3Map relavant portions only, such as
! surfaceparms, lighting, texture projection, etc). To subclass an existing
! shader, add "q3map_baseshader X" where X is the name of the base shader.
! - Preliminary auto-model distribution over surfaces. You can now have things
! like grass and tree models automatically distributed across your terrain
! or other surfaces. To wit:
!
! q3map_surfacemodel models/mapobjects/tree2/tree2.md3 64 0.001 0.5 4.0 0 360 1
!
! q3map_surfacemodel <path to md3> <density in units> <odds of appearing>
! <min scale> <max scale> <min angle> <max angle> <oriented>
!
! The last flag is 1 or 0, and sets whether the model gets fitted to the
! orientation of the surface. Not functional yet. See screenshots page for
! shots of this in action.
!
!
! 2.3.0-a18 (2002-09-21)
!
! - misc_models can now be attached to any brush model entity. Just target the
! brush entity with the misc_model (select model, then entity, hit Ctrl+K)
! - q3map_tcMod translate (or shift or offset) <s offset> <t offset>
! - q3map_tcMod rotate <degrees> (rotates around origin, not center)
! - q3map_tcMod scale <s scale> <t scale>
! - Metasurface merging now much, much better. Merges into roughly rectangular or
! square areas wherever possible
! - q3map_terrain no longer sets Z-axis lightmap projection. It must be set in
! the terrain layer shaders if you want previous behavior
! - Worlspawn _blocksize key now supports 3 elements for setting X Y and Z splits
! independently of each other (use a value of 0 for no splits on that axis)
! - Misc bugfixes
!
!
! 2.3.0-a1 through 2.3.0-a17 (2002-07 through 2002-09-20)
!
! - Elite Force support (via -game ef)
! - SOF2 and JK2 support (via -game sof2 or -game jk2)
! - All new image handling with PNG support
! - q3map_lightimage specifies image for radiosity and lighting
! - External lightmaps, set using q3map_lightmapsize <width> <height>. Up to
! 1024 x 1024 supported.
! - q3map_lightmapGamma <value> sets the brightness scale of a lightmap
! - q3map_lightmapsampleoffset <distance> to fix glitches in lightmapped terrain
! - Tons more features and bugfixes. See the forum threads for details/screenshots
! - Two new surfaceparms, "antiportal" and "skip," and associated shaders, for
! allowing the mapper to more cleanly set up visibility data
! - Lightmaps will always have square texels now (no more stretching)
! - Vertex light improvements
! - Light grid improvements
! - q3map_lightrgb support for RTCW
!
!
!
!
!
!
--- 1,328 ----
! Q3Map2 Version History + Changelog (Reverse Chronological Order)
!
! 2.3.35 (2003-??-??)
!
! - PicoModel now inverts ASE T coordinate
! - BSP to ASE converter now inverts T coordinate
! - Disabling 2.3.34 triangle optimization code until I find out why it crashes
! - Fixed Conscript-q3map2 to use stack_size ld flags directly on Darwin/OS X
! - Added Conscript-q3map2 to q3map2.dsp for easier Win32 edit, *nix target
!
!
! 2.3.34 (2003-01-08)
!
! - Building from merged GtkRadiant 1.2 -> 1.3 merged codebase
! - IMPORTANT NEW CHANGE: Light entities are now STRIPPED from the BSP file.
! They are re-read in by -light from the MAP file. This has two consequences:
! + It is no longer necessary to re-BSP & re-vis a map in order to change
! lighting. You can just change lights in the map file and run -light.
! + Slightly smaller BSP file, due to fewer entities
! + Faster loading time, as the game code doesn't have to deal with them
! - Added new -ne (normal epsilon) and -de (distance epsilon) for tuning precision
! of plane snapping to correct potential AAS/BSP issues
! - Using latest PicoModel, with support for RTCW MDC models
! - Surfaces per raw lightmap are now sorted by shader name, which should give
! slightly better lightmap efficiency and lower in-game shader counts
! - Adjusted model code to use correct m4x4_t code & angles key
! - Minor bugfix in patch color gradient calculation code
! - Silenced erroneous areaportal warning spew
! - q3map_tcGen now works on model surfaces
! - Using default radiosity subdivide of 256 again (should make radiosity faster)
! - Enabled byte-swapping code so Q3Map2 can be compiled/run on little-endian
! architectures (Mac OS X)
!
!
! 2.3.33 (2002-12-08)
!
! - Added new -bouncescale argument for radiosity scaling
! - Added -pointscale and -areascale for consistent naming
! - Radiosity patch subdivision code enhanced
! - Hint portals split the BSP first (higher priority)
! - Antiportal and areaportal faces split the BSP last, to minimize errors
! - Areaportals work internally like hint and antiportals, so they no longer need
! to be full brushes (the other sides can be skip)
! - External lightmaps are now named "lm_NNNN.tga" in the maps/mapname dir
! - Cleaned up some of -light argument processing
! - Planar surfaces w/o lightmaps will no longer be tagged as MST_TRIANGLE_SOUP
! (this fixes problems with Particle Studio particles dropping out of view)
!
!
! 2.3.32 (2002-11-30)
!
! - GtkRadiant (1.2.11) integration
! - Added epsilon to texture plane choose code to eliminate numerical
! inconsistencies on brush faces slanted at 45 degree angles (bug 637)
! - Fixed bug in lightmap export after lighting when map contains 0 BSP lightmaps
! - Adjusted some light tracing constants to fix certain brush/patch seam shadows
! - Tinkered with skylight code again
! - Fixed bug where lightgrid would be black if level was compiled with -nogrid
! - Fixed -approx code to work in floating-point space, using _minlight
! - Fixed bug where vertex light code was using invalid pvs data to create
! light list for surface, leading to incorrect vertex lighting
! - Fixed related bug in anti-light-leak code that was causing brush faces to go
! black (bug 694)
! - New: _minlight sets _minvertexlight and (new) _mingridlight automatically
! - New: _mingridlight key to set minimum grid lighting
!
!
! 2.3.31 (2002-11-21)
!
! - Stitching the edges of lightmaps on patches that wrap around (cyls and cones)
! so the seam is no longer visible
! - The -patchmeta switch works better now, the patches are still stored in the
! BSP for collision, but are pre-tesselated into nonplanar meta surfaces for
! more efficient rendering
! - Better, more uniform lightmap sample position finding on patch meshes
! - Moved q3map_tcMod and q3map_alphaMod processing to the final phase
! - New: q3map_skylight AMOUNT ITERATIONS to replace surfacelight on sky surfaces
! for much faster and more uniform sky illumination
!
!
! 2.3.30 (Splash Damage internal release)
!
! - Fixed bug in PicoModel ASE material parsing code
! - Fixed a few seam/lightmap precision/projection errors
! - Increased MAX_SHADER FILES to 1024 and fixed overrun error when more than that
! number of shaders was listed in shaderlist.txt
! - Increased a few compiler maximums for larger maps
! - New: -np N switch on BSP phase, works like -shadeangle, in that it forces all
! planar shaders to be nonplanar with the shading angle specified
! - New: -nohint switch on BSP phase, omits hint brushes from compile for testing
! - New: -debugaxis switch on light mode. Colors lightmaps based on their lightmap
! axis (which direction the lightmap was projected on)
! - New: -debugorigin switch on light mode. Colors lightmaps based on the luxel
! origin relative to the raw lightmap's bounding box
! - New: -debugcluster switch on light mode. Colors lightmaps based on the pvs
! cluster the luxel falls into
! - New: -convert switch to convert BSP to ASE file (experimental)
! - New: q3map_lightmapmergable directive to allow terrain to be mapped onto a
! single lightmap page for seamless terrain shadows
!
!
! 2.3.29 (2002-11-03)
!
! - Merged with latest CVS, fixed minor issues with matrix order
! - Fixed minor Sys_FPrintf/Sys_Printf substitution typo in Q3Map2
! - Expanded debug colors to 12 for debugging surface meshes
! - PicoModel: fixed ASE loader to support > 1 texture coordinate per-vertex,
! so more models supported correctly, also loading vertex normals
! - PicoModel: md3 shader names are now cleaned. Suffixes (such as .tga or .jpg)
! are stripped, and \ path separators are changed to /
! - New: Add :q3map to the end of any shader name, and it will be interpreted as
! the named shader minus :q3map. Example:
! textures/shaderlab/concrete:q3map -> textures/shaderlab/concrete
! One potential use is the -approx feature to collapse lightmapped surfaces
! into vertexlit surfaces, saving lightmap space/memory
! - New: q3map_clipModel -- does what you think it does, sort of. This code ix
! really experimental, and should *only* be used on large models such as terrain
! (not small decorative models). This code will be evolving. Note: the shader's
! surfaceparms are inherited by the magic clip brush, so if you have nonsolid
! in your model's shader that uses q3map_clipModel, then the brush will also
! be nonsolid
!
!
! 2.3.28 (2002-11-01)
!
! - Bug 654 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654):
! Fixed problem where brush faces, drawsurfaces, and surfaceparms weren't living
! together in perfect harmony (terrain surfaceparms now inherited by brushes)
! - Nodraw fog works now, albeit when you're underneath, surfaces above don't get
! fogged properly. Could be good for foggy water where you want the above-water
! portions to only be occluded by the water surface
! - Bug 656 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=656):
! Number of lightgrid points displayed (byte size is currently out of proportion
! due to internal storage format) when Q3Map is called with the -info switch
! - Fixed wack surface merging bug where code would attempt to merge triangles not
! adjacent to the current set, causing bad lightmap projections on nonplanar
! surfaces
! - Fixed tiny 1-character bug in 2d lightmap texture allocator where adjacent
! luxels were being checked for occlusion rather than the actual source luxel
!
!
! 2.3.27 (2002-10-31) Happy Halloween!
!
! - Fixed minor bug in scriplib bugfix where the last character in a file wasn't
! being read.
! - Fixed bug where 0-area or bogus triangles were causing crash in MapRawLightmap
! if they used a shader with a normalmap (thanks ShadowSpawn)
! - Fixed bug where lightmaps were getting hosed levelwide on a prerelease version
! of 2.3.27
! - Fixed bug where lightmaps were getting knackered on models and certain patches
! - Merged latest PicoModel version from seaw0lf, adding support for ASE and WF OBJ
! models (preliminary)
! - Increased MAX_MAP_PLANES to 0x40000 (~256k)
!
! Known issues:
! - Lightmap projection and surface merging on large ASE models sometimes flakes
! - Surface to brush surfaceparm propogation doesn't work properly with large
! metasurfaces: http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654
!
!
! 2.3.26 (2002-10-27)
!
! - Now using GtkRadiant's libpng and zlib config (linked as DLLs)
! - Fixed bug in script parser where repeat calls to GetToken() were causing
! memory corruption
! - Fixed SOF2 -rename bug
! - When using -game sof2 or -game jk2, the -flares argument is implied
! - Added -noflares argument to disable the above behavior
! - Added support for flares on entities. Use one of the following keys:
! "_flare" "1" -- use default flare (different for each game)
! "_flareshader" "path/to/flareshader" -- use a specific flare shader
! Note: This only matters in SOF2/JK2 now. Make a light targetted (a spotlight)
! to get it to aim the correct direction, otherwise it defaults to pointing
! downward. You cannot have omnidirectional flares
! - Lightgrid size is automatically increased to accomodate large maps. The
! MAX_MAP_LIGHTGRID error will never happen again
!
!
! 2.3.25 (2002-10-22)
!
! - Go Giants!
! - Fixed bug where Q3Map would crash on writing the BSP after the light stage.
! Thanks to Rap7or (#q3map) and loon8 (Q3W forums) [bug 641]
! - Fixed bug where surface lights were not affecting the light grid properly.
! Thanks to Shadowspawn and djbob [bug 642]
! - NEW: Added -faster support to lightgrid calculations while fixing previous bug
! - NEW: Changed it so the BSP file is written to a temp file first, then renamed.
! This should prevent BSP file corruption on crashes during writes
!
!
! 2.3.24 (2002-10-20)
!
! - Fixed numerous outstanding bugs and issues.
! - Normal interpolation is now improved. It's slightly slower, but more 'correct'
! in cases where you have 10 triangles in one plane and 1 triangle in another
! meeting up and the 10 triangles were over-affecting the average. Only new
! identical normals are averaged now. This change affects phong shading, meta
! surfaces, and PicoModel
! - PicoModel up to version 0.7.6, BSD license, better 3DS model support
! - PicoModel library now fixes broken normals on MD3 and 3DS models
! - Bumpmapping code is improved. The correct tangent vectors per-triangle are
! now calculated so the bumpmaps are consistent with regards to light direction
! - Metasurface merging code optimized. Should be about 100x as fast on complex
! maps or maps using models with high triangle counts
! - Vertexlight code tweaked a bit
! - Triangle/winding orders now more consistent. Tesselated surfaces will have
! a uniform triangle ordering (thanks RR2DO2)
! - NEW: "vertexDeform move" now parsed and surfaces are merged into the
! appropriate BSP leaves they may enter into (thanks to Bart Vrijkorte)
! - NEW: shader command: q3map_alphaMod. Currently takes a single form:
! q3map_alphaMod dotproduct ( NX NY NZ )
! where NX NY NZ are a unit normal (length of 1.0) specifying direction.
! An example use would be snow in a shader's 2nd pass, using alphaFunc or
! blendFunc:
! q3map_alphaMod dotproduct ( 0 0 1 ) // surfaces facing upwards have snow
! (idea contributed by RR2DO2)
!
!
! 2.3.23 (2002-10-18)
!
! - In my haste to release the previous version, I neglected to give credit where
! it was due. Seaw0lf had as much (probably more) to do with the new model
! loading library (PicoModel). Because of his efforts, you can load 3DS models
! and use them in misc_model entities.
! - PicoModel model library up to version 0.7. Improved 3DS support, more stable.
! - Surface models still not reenabled. Soon. :)
! - You can now remap a misc_model's shaders like this:
! Key "_remapNN" "the/model/shader;the/real/shader"
! This works just like TA terrain vertexRemapShader key. You can also supply a
! * glob for the source shader if you want all your model's shaders to use the
! specified shader:
! "_remap" "*;models/mapobjects/tree/bark"
!
!
! 2.3.22 (2002-10-16)
!
! - Moving to sensible Linux-style versioning.
! - The misc_model code has been completely rewritten, breaking surface models.
! Surface models will reappear in the next release, once the new model API has
! stablized.
! - New: MD3 and 3D Studio 3DS models now natively supported.
! - The misc_model "angles" key now supported. Values: "pitch yaw roll" in keeping
! with standard Quake 3 angles order.
! - Models scaled with "modelscale_vec" now have proper normal scaling/rotation
! (thanks SPOG).
! - Models can now be lightmapped.
! - Models can now have > 1000 vertexes per surface.
! - For best results for above, add the following to models' shaders:
! q3map_splotchfix
! q3map_nonplanar
! - 3DS models' MATERIAL NAMES ARE THE FINAL Q3 SHADER NAMES. YOU HAVE BEEN WARNED.
! - Models are generally 13373R. :)
!
!
! 2.3.0-a21 (2002-10-02)
!
! - Fixed a stack of really stupid bugs in the lightgrid code. Should be faster
! and more predictable now.
! - SOF2/JK2 lightgrid now compiled. This is the first version of Q3Map2 that can
! compile full, release-worthy SOF2 and JK2 maps.
! - SOF2/JK2 damageshader and damagable brush faces should work correctly now.
!
!
! 2.3.0-a20 (2002-09-26)
!
! - SOF2/JK2 worldspawn "fog" (and "_fog") shader key support for levelwide fog
! - SOF2/JK2 light "scale" key to scale light brightness
! - SOF2/JK2 -rename function for _bsp and _rmg_bsp shader renaming
!
!
! 2.3.0-a19 (2002-09-24)
!
! - Shaders can now be subclassed (Q3Map relavant portions only, such as
! surfaceparms, lighting, texture projection, etc). To subclass an existing
! shader, add "q3map_baseshader X" where X is the name of the base shader.
! - Preliminary auto-model distribution over surfaces. You can now have things
! like grass and tree models automatically distributed across your terrain
! or other surfaces. To wit:
!
! q3map_surfacemodel models/mapobjects/tree2/tree2.md3 64 0.001 0.5 4.0 0 360 1
!
! q3map_surfacemodel <path to md3> <density in units> <odds of appearing>
! <min scale> <max scale> <min angle> <max angle> <oriented>
!
! The last flag is 1 or 0, and sets whether the model gets fitted to the
! orientation of the surface. Not functional yet. See screenshots page for
! shots of this in action.
!
!
! 2.3.0-a18 (2002-09-21)
!
! - misc_models can now be attached to any brush model entity. Just target the
! brush entity with the misc_model (select model, then entity, hit Ctrl+K)
! - q3map_tcMod translate (or shift or offset) <s offset> <t offset>
! - q3map_tcMod rotate <degrees> (rotates around origin, not center)
! - q3map_tcMod scale <s scale> <t scale>
! - Metasurface merging now much, much better. Merges into roughly rectangular or
! square areas wherever possible
! - q3map_terrain no longer sets Z-axis lightmap projection. It must be set in
! the terrain layer shaders if you want previous behavior
! - Worlspawn _blocksize key now supports 3 elements for setting X Y and Z splits
! independently of each other (use a value of 0 for no splits on that axis)
! - Misc bugfixes
!
!
! 2.3.0-a1 through 2.3.0-a17 (2002-07 through 2002-09-20)
!
! - Elite Force support (via -game ef)
! - SOF2 and JK2 support (via -game sof2 or -game jk2)
! - All new image handling with PNG support
! - q3map_lightimage specifies image for radiosity and lighting
! - External lightmaps, set using q3map_lightmapsize <width> <height>. Up to
! 1024 x 1024 supported.
! - q3map_lightmapGamma <value> sets the brightness scale of a lightmap
! - q3map_lightmapsampleoffset <distance> to fix glitches in lightmapped terrain
! - Tons more features and bugfixes. See the forum threads for details/screenshots
! - Two new surfaceparms, "antiportal" and "skip," and associated shaders, for
! allowing the mapper to more cleanly set up visibility data
! - Lightmaps will always have square texels now (no more stretching)
! - Vertex light improvements
! - Light grid improvements
! - q3map_lightrgb support for RTCW
!
!
!
!
!
!
19 files modified :
GtkRadiant/Construct
1.18.2.4 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/Construct?rev=1.18.2.4
1.18.2.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/Construct?rev=1.18.2.3
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/Construct.diff?r1=1.18.2.3&r2=1.18.2.4
GtkRadiant/docs/developer/CHANGES
1.329.2.19 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/docs/developer/CHANGES?rev=1.329.2.19
1.329.2.18 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/docs/developer/CHANGES?rev=1.329.2.18
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/docs/developer/CHANGES.diff?r1=1.329.2.18&r2=1.329.2.19
GtkRadiant/include/ieclass.h
1.6.2.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/ieclass.h?rev=1.6.2.1
1.6 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/ieclass.h?rev=1.6
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/ieclass.h.diff?r1=1.6&r2=1.6.2.1
GtkRadiant/include/iplugin.h
1.2.4.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/iplugin.h?rev=1.2.4.1
1.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/iplugin.h?rev=1.2
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/iplugin.h.diff?r1=1.2&r2=1.2.4.1
GtkRadiant/libs/synapse.h
1.10.2.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/synapse.h?rev=1.10.2.3
1.10.2.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/synapse.h?rev=1.10.2.2
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/synapse.h.diff?r1=1.10.2.2&r2=1.10.2.3
GtkRadiant/libs/picomodel/pm_ase.c
1.2.2.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/picomodel/pm_ase.c?rev=1.2.2.1
1.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/picomodel/pm_ase.c?rev=1.2
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/picomodel/pm_ase.c.diff?r1=1.2&r2=1.2.2.1
GtkRadiant/libs/synapse/synapse.cpp
1.15.2.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/synapse/synapse.cpp?rev=1.15.2.1
1.15 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/synapse/synapse.cpp?rev=1.15
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/synapse/synapse.cpp.diff?r1=1.15&r2=1.15.2.1
GtkRadiant/plugins/model/Conscript
1.2.2.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/plugins/model/Conscript?rev=1.2.2.1
1.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/plugins/model/Conscript?rev=1.2
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/plugins/model/Conscript.diff?r1=1.2&r2=1.2.2.1
GtkRadiant/radiant/Conscript
1.13.2.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/Conscript?rev=1.13.2.2
1.13.2.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/Conscript?rev=1.13.2.1
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/Conscript.diff?r1=1.13.2.1&r2=1.13.2.2
GtkRadiant/tools/quake3/Conscript-q3map2
1.2.2.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/Conscript-q3map2?rev=1.2.2.2
1.2.2.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/Conscript-q3map2?rev=1.2.2.1
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/Conscript-q3map2.diff?r1=1.2.2.1&r2=1.2.2.2
GtkRadiant/tools/quake3/q3map2/brush.c
1.1.4.3.6.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/brush.c?rev=1.1.4.3.6.1
1.1.4.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/brush.c?rev=1.1.4.3
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/brush.c.diff?r1=1.1.4.3&r2=1.1.4.3.6.1
GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt
1.1.2.2.2.4 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt?rev=1.1.2.2.2.4
1.1.2.2.2.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt?rev=1.1.2.2.2.3
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt.diff?r1=1.1.2.2.2.3&r2=1.1.2.2.2.4
GtkRadiant/tools/quake3/q3map2/convert_ase.c
1.1.2.1.4.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/convert_ase.c?rev=1.1.2.1.4.1
1.1.2.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/convert_ase.c?rev=1.1.2.1
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/convert_ase.c.diff?r1=1.1.2.1&r2=1.1.2.1.4.1
GtkRadiant/tools/quake3/q3map2/facebsp.c
1.1.4.3.2.1 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/facebsp.c?rev=1.1.4.3.2.1
1.1.4.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/facebsp.c?rev=1.1.4.3
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/facebsp.c.diff?r1=1.1.4.3&r2=1.1.4.3.2.1
GtkRadiant/tools/quake3/q3map2/map.c
1.1.4.3.4.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/map.c?rev=1.1.4.3.4.3
1.1.4.3.4.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/map.c?rev=1.1.4.3.4.2
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/map.c.diff?r1=1.1.4.3.4.2&r2=1.1.4.3.4.3
GtkRadiant/tools/quake3/q3map2/model.c
1.1.2.7.2.4 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/model.c?rev=1.1.2.7.2.4
1.1.2.7.2.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/model.c?rev=1.1.2.7.2.3
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/model.c.diff?r1=1.1.2.7.2.3&r2=1.1.2.7.2.4
GtkRadiant/tools/quake3/q3map2/q3map2.dsp
1.2.2.4.4.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.dsp?rev=1.2.2.4.4.3
1.2.2.4.4.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.dsp?rev=1.2.2.4.4.2
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.dsp.diff?r1=1.2.2.4.4.2&r2=1.2.2.4.4.3
GtkRadiant/tools/quake3/q3map2/q3map2.h
1.1.2.7.2.4 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.h?rev=1.1.2.7.2.4
1.1.2.7.2.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.h?rev=1.1.2.7.2.3
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.h.diff?r1=1.1.2.7.2.3&r2=1.1.2.7.2.4
GtkRadiant/tools/quake3/q3map2/surface.c
1.1.4.6.2.3 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface.c?rev=1.1.4.6.2.3
1.1.4.6.2.2 : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface.c?rev=1.1.4.6.2.2
diff : http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface.c.diff?r1=1.1.4.6.2.2&r2=1.1.4.6.2.3
--10425241399227
Content-Type: text/html
<html>
<head><title>CVS report</title></head>
<body bgcolor="#ffffff" text="#000000">
<table border=0 width="100%" cellspacing=0 cellpadding=0>
<tr>
<td align=left><b>Commit from <i>ydnar</i> on branch <i>merge-1_2_10-post</i></b></td>
<td align=right valign=bottom>2003/01/14 00:02:04</td>
</tr>
</table>
<hr width="100%" size=2 noshade><br>
<code>
OS X Radiant, one dozen donuts, and a sprinkle of Q3Map2<br>
</code>
<hr width="100%" size=2 noshade><br>
<code>
<b>GtkRadiant/docs/developer/CHANGES</b>
<pre> - reinstate any missing features of model module.
- Clean up texture menu - texwindow.cpp.
! - Fix bug in xml-property-bag class.
09/01/2003
ydnar
--- 19,36 ----
- clean up camera plugin, remove gtk dependency somehow.
- reinstate any missing features of model module.
- Clean up texture menu - texwindow.cpp.
! - Fix bug in xml-property-bag class.
!
! 13/01/2003
! ydnar
! - GtkRadiant now builds on OS X, Linux, and Win32 out of the same tree
! - OSX build uses gtkfileselect-linux now, as the Darwin version was broken/old
! fixme: change this to use OS X open dialog box or something?
! - Minor fixes to a few files to fix gcc warnings
! - Model module now builds on OS X and Linux, using Synapse properly
! - PicoModel change to invert T coordinate on ASE models
! - Q3Map2 change to export ASE models with T coordinate flipped
! - Misc Q3Map2 changes
09/01/2003
ydnar
</pre>
<b>GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt</b>
<pre>!
! 2.3.34 (2003-01-08)
!
! - Building from merged GtkRadiant 1.2 -> 1.3 merged codebase
! - IMPORTANT NEW CHANGE: Light entities are now STRIPPED from the BSP file.
! They are re-read in by -light from the MAP file. This has two consequences:
! + It is no longer necessary to re-BSP & re-vis a map in order to change
! lighting. You can just change lights in the map file and run -light.
! + Slightly smaller BSP file, due to fewer entities
! + Faster loading time, as the game code doesn't have to deal with them
! - Added new -ne (normal epsilon) and -de (distance epsilon) for tuning precision
! of plane snapping to correct potential AAS/BSP issues
! - Using latest PicoModel, with support for RTCW MDC models
! - Surfaces per raw lightmap are now sorted by shader name, which should give
! slightly better lightmap efficiency and lower in-game shader counts
! - Adjusted model code to use correct m4x4_t code & angles key
! - Minor bugfix in patch color gradient calculation code
! - Silenced erroneous areaportal warning spew
! - q3map_tcGen now works on model surfaces
! - Using default radiosity subdivide of 256 again (should make radiosity faster)
! - Enabled byte-swapping code so Q3Map2 can be compiled/run on little-endian
! architectures (Mac OS X)
!
!
! 2.3.33 (2002-12-08)
!
! - Added new -bouncescale argument for radiosity scaling
! - Added -pointscale and -areascale for consistent naming
! - Radiosity patch subdivision code enhanced
! - Hint portals split the BSP first (higher priority)
! - Antiportal and areaportal faces split the BSP last, to minimize errors
! - Areaportals work internally like hint and antiportals, so they no longer need
! to be full brushes (the other sides can be skip)
! - External lightmaps are now named "lm_NNNN.tga" in the maps/mapname dir
! - Cleaned up some of -light argument processing
! - Planar surfaces w/o lightmaps will no longer be tagged as MST_TRIANGLE_SOUP
! (this fixes problems with Particle Studio particles dropping out of view)
!
!
! 2.3.32 (2002-11-30)
!
! - GtkRadiant (1.2.11) integration
! - Added epsilon to texture plane choose code to eliminate numerical
! inconsistencies on brush faces slanted at 45 degree angles (bug 637)
! - Fixed bug in lightmap export after lighting when map contains 0 BSP lightmaps
! - Adjusted some light tracing constants to fix certain brush/patch seam shadows
! - Tinkered with skylight code again
! - Fixed bug where lightgrid would be black if level was compiled with -nogrid
! - Fixed -approx code to work in floating-point space, using _minlight
! - Fixed bug where vertex light code was using invalid pvs data to create
! light list for surface, leading to incorrect vertex lighting
! - Fixed related bug in anti-light-leak code that was causing brush faces to go
! black (bug 694)
! - New: _minlight sets _minvertexlight and (new) _mingridlight automatically
! - New: _mingridlight key to set minimum grid lighting
!
!
! 2.3.31 (2002-11-21)
!
! - Stitching the edges of lightmaps on patches that wrap around (cyls and cones)
! so the seam is no longer visible
! - The -patchmeta switch works better now, the patches are still stored in the
! BSP for collision, but are pre-tesselated into nonplanar meta surfaces for
! more efficient rendering
! - Better, more uniform lightmap sample position finding on patch meshes
! - Moved q3map_tcMod and q3map_alphaMod processing to the final phase
! - New: q3map_skylight AMOUNT ITERATIONS to replace surfacelight on sky surfaces
! for much faster and more uniform sky illumination
!
!
! 2.3.30 (Splash Damage internal release)
!
! - Fixed bug in PicoModel ASE material parsing code
! - Fixed a few seam/lightmap precision/projection errors
! - Increased MAX_SHADER FILES to 1024 and fixed overrun error when more than that
! number of shaders was listed in shaderlist.txt
! - Increased a few compiler maximums for larger maps
! - New: -np N switch on BSP phase, works like -shadeangle, in that it forces all
! planar shaders to be nonplanar with the shading angle specified
! - New: -nohint switch on BSP phase, omits hint brushes from compile for testing
! - New: -debugaxis switch on light mode. Colors lightmaps based on their lightmap
! axis (which direction the lightmap was projected on)
! - New: -debugorigin switch on light mode. Colors lightmaps based on the luxel
! origin relative to the raw lightmap's bounding box
! - New: -debugcluster switch on light mode. Colors lightmaps based on the pvs
! cluster the luxel falls into
! - New: -convert switch to convert BSP to ASE file (experimental)
! - New: q3map_lightmapmergable directive to allow terrain to be mapped onto a
! single lightmap page for seamless terrain shadows
!
!
! 2.3.29 (2002-11-03)
!
! - Merged with latest CVS, fixed minor issues with matrix order
! - Fixed minor Sys_FPrintf/Sys_Printf substitution typo in Q3Map2
! - Expanded debug colors to 12 for debugging surface meshes
! - PicoModel: fixed ASE loader to support > 1 texture coordinate per-vertex,
! so more models supported correctly, also loading vertex normals
! - PicoModel: md3 shader names are now cleaned. Suffixes (such as .tga or .jpg)
! are stripped, and \ path separators are changed to /
! - New: Add :q3map to the end of any shader name, and it will be interpreted as
! the named shader minus :q3map. Example:
! textures/shaderlab/concrete:q3map -> textures/shaderlab/concrete
! One potential use is the -approx feature to collapse lightmapped surfaces
! into vertexlit surfaces, saving lightmap space/memory
! - New: q3map_clipModel -- does what you think it does, sort of. This code ix
! really experimental, and should *only* be used on large models such as terrain
! (not small decorative models). This code will be evolving. Note: the shader's
! surfaceparms are inherited by the magic clip brush, so if you have nonsolid
! in your model's shader that uses q3map_clipModel, then the brush will also
! be nonsolid
!
!
! 2.3.28 (2002-11-01)
!
! - Bug 654 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654):
! Fixed problem where brush faces, drawsurfaces, and surfaceparms weren't living
! together in perfect harmony (terrain surfaceparms now inherited by brushes)
! - Nodraw fog works now, albeit when you're underneath, surfaces above don't get
! fogged properly. Could be good for foggy water where you want the above-water
! portions to only be occluded by the water surface
! - Bug 656 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=656):
! Number of lightgrid points displayed (byte size is currently out of proportion
! due to internal storage format) when Q3Map is called with the -info switch
! - Fixed wack surface merging bug where code would attempt to merge triangles not
! adjacent to the current set, causing bad lightmap projections on nonplanar
! surfaces
! - Fixed tiny 1-character bug in 2d lightmap texture allocator where adjacent
! luxels were being checked for occlusion rather than the actual source luxel
!
!
! 2.3.27 (2002-10-31) Happy Halloween!
!
! - Fixed minor bug in scriplib bugfix where the last character in a file wasn't
! being read.
! - Fixed bug where 0-area or bogus triangles were causing crash in MapRawLightmap
! if they used a shader with a normalmap (thanks ShadowSpawn)
! - Fixed bug where lightmaps were getting hosed levelwide on a prerelease version
! of 2.3.27
! - Fixed bug where lightmaps were getting knackered on models and certain patches
! - Merged latest PicoModel version from seaw0lf, adding support for ASE and WF OBJ
! models (preliminary)
! - Increased MAX_MAP_PLANES to 0x40000 (~256k)
!
! Known issues:
! - Lightmap projection and surface merging on large ASE models sometimes flakes
! - Surface to brush surfaceparm propogation doesn't work properly with large
! metasurfaces: http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654
!
!
! 2.3.26 (2002-10-27)
!
! - Now using GtkRadiant's libpng and zlib config (linked as DLLs)
! - Fixed bug in script parser where repeat calls to GetToken() were causing
! memory corruption
! - Fixed SOF2 -rename bug
! - When using -game sof2 or -game jk2, the -flares argument is implied
! - Added -noflares argument to disable the above behavior
! - Added support for flares on entities. Use one of the following keys:
! "_flare" "1" -- use default flare (different for each game)
! "_flareshader" "path/to/flareshader" -- use a specific flare shader
! Note: This only matters in SOF2/JK2 now. Make a light targetted (a spotlight)
! to get it to aim the correct direction, otherwise it defaults to pointing
! downward. You cannot have omnidirectional flares
! - Lightgrid size is automatically increased to accomodate large maps. The
! MAX_MAP_LIGHTGRID error will never happen again
!
!
! 2.3.25 (2002-10-22)
!
! - Go Giants!
! - Fixed bug where Q3Map would crash on writing the BSP after the light stage.
! Thanks to Rap7or (#q3map) and loon8 (Q3W forums) [bug 641]
! - Fixed bug where surface lights were not affecting the light grid properly.
! Thanks to Shadowspawn and djbob [bug 642]
! - NEW: Added -faster support to lightgrid calculations while fixing previous bug
! - NEW: Changed it so the BSP file is written to a temp file first, then renamed.
! This should prevent BSP file corruption on crashes during writes
!
!
! 2.3.24 (2002-10-20)
!
! - Fixed numerous outstanding bugs and issues.
! - Normal interpolation is now improved. It's slightly slower, but more 'correct'
! in cases where you have 10 triangles in one plane and 1 triangle in another
! meeting up and the 10 triangles were over-affecting the average. Only new
! identical normals are averaged now. This change affects phong shading, meta
! surfaces, and PicoModel
! - PicoModel up to version 0.7.6, BSD license, better 3DS model support
! - PicoModel library now fixes broken normals on MD3 and 3DS models
! - Bumpmapping code is improved. The correct tangent vectors per-triangle are
! now calculated so the bumpmaps are consistent with regards to light direction
! - Metasurface merging code optimized. Should be about 100x as fast on complex
! maps or maps using models with high triangle counts
! - Vertexlight code tweaked a bit
! - Triangle/winding orders now more consistent. Tesselated surfaces will have
! a uniform triangle ordering (thanks RR2DO2)
! - NEW: "vertexDeform move" now parsed and surfaces are merged into the
! appropriate BSP leaves they may enter into (thanks to Bart Vrijkorte)
! - NEW: shader command: q3map_alphaMod. Currently takes a single form:
! q3map_alphaMod dotproduct ( NX NY NZ )
! where NX NY NZ are a unit normal (length of 1.0) specifying direction.
! An example use would be snow in a shader's 2nd pass, using alphaFunc or
! blendFunc:
! q3map_alphaMod dotproduct ( 0 0 1 ) // surfaces facing upwards have snow
! (idea contributed by RR2DO2)
!
!
! 2.3.23 (2002-10-18)
!
! - In my haste to release the previous version, I neglected to give credit where
! it was due. Seaw0lf had as much (probably more) to do with the new model
! loading library (PicoModel). Because of his efforts, you can load 3DS models
! and use them in misc_model entities.
! - PicoModel model library up to version 0.7. Improved 3DS support, more stable.
! - Surface models still not reenabled. Soon. :)
! - You can now remap a misc_model's shaders like this:
! Key "_remapNN" "the/model/shader;the/real/shader"
! This works just like TA terrain vertexRemapShader key. You can also supply a
! * glob for the source shader if you want all your model's shaders to use the
! specified shader:
! "_remap" "*;models/mapobjects/tree/bark"
!
!
! 2.3.22 (2002-10-16)
!
! - Moving to sensible Linux-style versioning.
! - The misc_model code has been completely rewritten, breaking surface models.
! Surface models will reappear in the next release, once the new model API has
! stablized.
! - New: MD3 and 3D Studio 3DS models now natively supported.
! - The misc_model "angles" key now supported. Values: "pitch yaw roll" in keeping
! with standard Quake 3 angles order.
! - Models scaled with "modelscale_vec" now have proper normal scaling/rotation
! (thanks SPOG).
! - Models can now be lightmapped.
! - Models can now have > 1000 vertexes per surface.
! - For best results for above, add the following to models' shaders:
! q3map_splotchfix
! q3map_nonplanar
! - 3DS models' MATERIAL NAMES ARE THE FINAL Q3 SHADER NAMES. YOU HAVE BEEN WARNED.
! - Models are generally 13373R. :)
!
!
! 2.3.0-a21 (2002-10-02)
!
! - Fixed a stack of really stupid bugs in the lightgrid code. Should be faster
! and more predictable now.
! - SOF2/JK2 lightgrid now compiled. This is the first version of Q3Map2 that can
! compile full, release-worthy SOF2 and JK2 maps.
! - SOF2/JK2 damageshader and damagable brush faces should work correctly now.
!
!
! 2.3.0-a20 (2002-09-26)
!
! - SOF2/JK2 worldspawn "fog" (and "_fog") shader key support for levelwide fog
! - SOF2/JK2 light "scale" key to scale light brightness
! - SOF2/JK2 -rename function for _bsp and _rmg_bsp shader renaming
!
!
! 2.3.0-a19 (2002-09-24)
!
! - Shaders can now be subclassed (Q3Map relavant portions only, such as
! surfaceparms, lighting, texture projection, etc). To subclass an existing
! shader, add "q3map_baseshader X" where X is the name of the base shader.
! - Preliminary auto-model distribution over surfaces. You can now have things
! like grass and tree models automatically distributed across your terrain
! or other surfaces. To wit:
!
! q3map_surfacemodel models/mapobjects/tree2/tree2.md3 64 0.001 0.5 4.0 0 360 1
!
! q3map_surfacemodel <path to md3> <density in units> <odds of appearing>
! <min scale> <max scale> <min angle> <max angle> <oriented>
!
! The last flag is 1 or 0, and sets whether the model gets fitted to the
! orientation of the surface. Not functional yet. See screenshots page for
! shots of this in action.
!
!
! 2.3.0-a18 (2002-09-21)
!
! - misc_models can now be attached to any brush model entity. Just target the
! brush entity with the misc_model (select model, then entity, hit Ctrl+K)
! - q3map_tcMod translate (or shift or offset) <s offset> <t offset>
! - q3map_tcMod rotate <degrees> (rotates around origin, not center)
! - q3map_tcMod scale <s scale> <t scale>
! - Metasurface merging now much, much better. Merges into roughly rectangular or
! square areas wherever possible
! - q3map_terrain no longer sets Z-axis lightmap projection. It must be set in
! the terrain layer shaders if you want previous behavior
! - Worlspawn _blocksize key now supports 3 elements for setting X Y and Z splits
! independently of each other (use a value of 0 for no splits on that axis)
! - Misc bugfixes
!
!
! 2.3.0-a1 through 2.3.0-a17 (2002-07 through 2002-09-20)
!
! - Elite Force support (via -game ef)
! - SOF2 and JK2 support (via -game sof2 or -game jk2)
! - All new image handling with PNG support
! - q3map_lightimage specifies image for radiosity and lighting
! - External lightmaps, set using q3map_lightmapsize <width> <height>. Up to
! 1024 x 1024 supported.
! - q3map_lightmapGamma <value> sets the brightness scale of a lightmap
! - q3map_lightmapsampleoffset <distance> to fix glitches in lightmapped terrain
! - Tons more features and bugfixes. See the forum threads for details/screenshots
! - Two new surfaceparms, "antiportal" and "skip," and associated shaders, for
! allowing the mapper to more cleanly set up visibility data
! - Lightmaps will always have square texels now (no more stretching)
! - Vertex light improvements
! - Light grid improvements
! - q3map_lightrgb support for RTCW
!
!
!
!
!
!
--- 1,328 ----
! Q3Map2 Version History + Changelog (Reverse Chronological Order)
!
! 2.3.35 (2003-??-??)
!
! - PicoModel now inverts ASE T coordinate
! - BSP to ASE converter now inverts T coordinate
! - Disabling 2.3.34 triangle optimization code until I find out why it crashes
! - Fixed Conscript-q3map2 to use stack_size ld flags directly on Darwin/OS X
! - Added Conscript-q3map2 to q3map2.dsp for easier Win32 edit, *nix target
!
!
! 2.3.34 (2003-01-08)
!
! - Building from merged GtkRadiant 1.2 -> 1.3 merged codebase
! - IMPORTANT NEW CHANGE: Light entities are now STRIPPED from the BSP file.
! They are re-read in by -light from the MAP file. This has two consequences:
! + It is no longer necessary to re-BSP & re-vis a map in order to change
! lighting. You can just change lights in the map file and run -light.
! + Slightly smaller BSP file, due to fewer entities
! + Faster loading time, as the game code doesn't have to deal with them
! - Added new -ne (normal epsilon) and -de (distance epsilon) for tuning precision
! of plane snapping to correct potential AAS/BSP issues
! - Using latest PicoModel, with support for RTCW MDC models
! - Surfaces per raw lightmap are now sorted by shader name, which should give
! slightly better lightmap efficiency and lower in-game shader counts
! - Adjusted model code to use correct m4x4_t code & angles key
! - Minor bugfix in patch color gradient calculation code
! - Silenced erroneous areaportal warning spew
! - q3map_tcGen now works on model surfaces
! - Using default radiosity subdivide of 256 again (should make radiosity faster)
! - Enabled byte-swapping code so Q3Map2 can be compiled/run on little-endian
! architectures (Mac OS X)
!
!
! 2.3.33 (2002-12-08)
!
! - Added new -bouncescale argument for radiosity scaling
! - Added -pointscale and -areascale for consistent naming
! - Radiosity patch subdivision code enhanced
! - Hint portals split the BSP first (higher priority)
! - Antiportal and areaportal faces split the BSP last, to minimize errors
! - Areaportals work internally like hint and antiportals, so they no longer need
! to be full brushes (the other sides can be skip)
! - External lightmaps are now named "lm_NNNN.tga" in the maps/mapname dir
! - Cleaned up some of -light argument processing
! - Planar surfaces w/o lightmaps will no longer be tagged as MST_TRIANGLE_SOUP
! (this fixes problems with Particle Studio particles dropping out of view)
!
!
! 2.3.32 (2002-11-30)
!
! - GtkRadiant (1.2.11) integration
! - Added epsilon to texture plane choose code to eliminate numerical
! inconsistencies on brush faces slanted at 45 degree angles (bug 637)
! - Fixed bug in lightmap export after lighting when map contains 0 BSP lightmaps
! - Adjusted some light tracing constants to fix certain brush/patch seam shadows
! - Tinkered with skylight code again
! - Fixed bug where lightgrid would be black if level was compiled with -nogrid
! - Fixed -approx code to work in floating-point space, using _minlight
! - Fixed bug where vertex light code was using invalid pvs data to create
! light list for surface, leading to incorrect vertex lighting
! - Fixed related bug in anti-light-leak code that was causing brush faces to go
! black (bug 694)
! - New: _minlight sets _minvertexlight and (new) _mingridlight automatically
! - New: _mingridlight key to set minimum grid lighting
!
!
! 2.3.31 (2002-11-21)
!
! - Stitching the edges of lightmaps on patches that wrap around (cyls and cones)
! so the seam is no longer visible
! - The -patchmeta switch works better now, the patches are still stored in the
! BSP for collision, but are pre-tesselated into nonplanar meta surfaces for
! more efficient rendering
! - Better, more uniform lightmap sample position finding on patch meshes
! - Moved q3map_tcMod and q3map_alphaMod processing to the final phase
! - New: q3map_skylight AMOUNT ITERATIONS to replace surfacelight on sky surfaces
! for much faster and more uniform sky illumination
!
!
! 2.3.30 (Splash Damage internal release)
!
! - Fixed bug in PicoModel ASE material parsing code
! - Fixed a few seam/lightmap precision/projection errors
! - Increased MAX_SHADER FILES to 1024 and fixed overrun error when more than that
! number of shaders was listed in shaderlist.txt
! - Increased a few compiler maximums for larger maps
! - New: -np N switch on BSP phase, works like -shadeangle, in that it forces all
! planar shaders to be nonplanar with the shading angle specified
! - New: -nohint switch on BSP phase, omits hint brushes from compile for testing
! - New: -debugaxis switch on light mode. Colors lightmaps based on their lightmap
! axis (which direction the lightmap was projected on)
! - New: -debugorigin switch on light mode. Colors lightmaps based on the luxel
! origin relative to the raw lightmap's bounding box
! - New: -debugcluster switch on light mode. Colors lightmaps based on the pvs
! cluster the luxel falls into
! - New: -convert switch to convert BSP to ASE file (experimental)
! - New: q3map_lightmapmergable directive to allow terrain to be mapped onto a
! single lightmap page for seamless terrain shadows
!
!
! 2.3.29 (2002-11-03)
!
! - Merged with latest CVS, fixed minor issues with matrix order
! - Fixed minor Sys_FPrintf/Sys_Printf substitution typo in Q3Map2
! - Expanded debug colors to 12 for debugging surface meshes
! - PicoModel: fixed ASE loader to support > 1 texture coordinate per-vertex,
! so more models supported correctly, also loading vertex normals
! - PicoModel: md3 shader names are now cleaned. Suffixes (such as .tga or .jpg)
! are stripped, and \ path separators are changed to /
! - New: Add :q3map to the end of any shader name, and it will be interpreted as
! the named shader minus :q3map. Example:
! textures/shaderlab/concrete:q3map -> textures/shaderlab/concrete
! One potential use is the -approx feature to collapse lightmapped surfaces
! into vertexlit surfaces, saving lightmap space/memory
! - New: q3map_clipModel -- does what you think it does, sort of. This code ix
! really experimental, and should *only* be used on large models such as terrain
! (not small decorative models). This code will be evolving. Note: the shader's
! surfaceparms are inherited by the magic clip brush, so if you have nonsolid
! in your model's shader that uses q3map_clipModel, then the brush will also
! be nonsolid
!
!
! 2.3.28 (2002-11-01)
!
! - Bug 654 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654):
! Fixed problem where brush faces, drawsurfaces, and surfaceparms weren't living
! together in perfect harmony (terrain surfaceparms now inherited by brushes)
! - Nodraw fog works now, albeit when you're underneath, surfaces above don't get
! fogged properly. Could be good for foggy water where you want the above-water
! portions to only be occluded by the water surface
! - Bug 656 (http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=656):
! Number of lightgrid points displayed (byte size is currently out of proportion
! due to internal storage format) when Q3Map is called with the -info switch
! - Fixed wack surface merging bug where code would attempt to merge triangles not
! adjacent to the current set, causing bad lightmap projections on nonplanar
! surfaces
! - Fixed tiny 1-character bug in 2d lightmap texture allocator where adjacent
! luxels were being checked for occlusion rather than the actual source luxel
!
!
! 2.3.27 (2002-10-31) Happy Halloween!
!
! - Fixed minor bug in scriplib bugfix where the last character in a file wasn't
! being read.
! - Fixed bug where 0-area or bogus triangles were causing crash in MapRawLightmap
! if they used a shader with a normalmap (thanks ShadowSpawn)
! - Fixed bug where lightmaps were getting hosed levelwide on a prerelease version
! of 2.3.27
! - Fixed bug where lightmaps were getting knackered on models and certain patches
! - Merged latest PicoModel version from seaw0lf, adding support for ASE and WF OBJ
! models (preliminary)
! - Increased MAX_MAP_PLANES to 0x40000 (~256k)
!
! Known issues:
! - Lightmap projection and surface merging on large ASE models sometimes flakes
! - Surface to brush surfaceparm propogation doesn't work properly with large
! metasurfaces: http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=654
!
!
! 2.3.26 (2002-10-27)
!
! - Now using GtkRadiant's libpng and zlib config (linked as DLLs)
! - Fixed bug in script parser where repeat calls to GetToken() were causing
! memory corruption
! - Fixed SOF2 -rename bug
! - When using -game sof2 or -game jk2, the -flares argument is implied
! - Added -noflares argument to disable the above behavior
! - Added support for flares on entities. Use one of the following keys:
! "_flare" "1" -- use default flare (different for each game)
! "_flareshader" "path/to/flareshader" -- use a specific flare shader
! Note: This only matters in SOF2/JK2 now. Make a light targetted (a spotlight)
! to get it to aim the correct direction, otherwise it defaults to pointing
! downward. You cannot have omnidirectional flares
! - Lightgrid size is automatically increased to accomodate large maps. The
! MAX_MAP_LIGHTGRID error will never happen again
!
!
! 2.3.25 (2002-10-22)
!
! - Go Giants!
! - Fixed bug where Q3Map would crash on writing the BSP after the light stage.
! Thanks to Rap7or (#q3map) and loon8 (Q3W forums) [bug 641]
! - Fixed bug where surface lights were not affecting the light grid properly.
! Thanks to Shadowspawn and djbob [bug 642]
! - NEW: Added -faster support to lightgrid calculations while fixing previous bug
! - NEW: Changed it so the BSP file is written to a temp file first, then renamed.
! This should prevent BSP file corruption on crashes during writes
!
!
! 2.3.24 (2002-10-20)
!
! - Fixed numerous outstanding bugs and issues.
! - Normal interpolation is now improved. It's slightly slower, but more 'correct'
! in cases where you have 10 triangles in one plane and 1 triangle in another
! meeting up and the 10 triangles were over-affecting the average. Only new
! identical normals are averaged now. This change affects phong shading, meta
! surfaces, and PicoModel
! - PicoModel up to version 0.7.6, BSD license, better 3DS model support
! - PicoModel library now fixes broken normals on MD3 and 3DS models
! - Bumpmapping code is improved. The correct tangent vectors per-triangle are
! now calculated so the bumpmaps are consistent with regards to light direction
! - Metasurface merging code optimized. Should be about 100x as fast on complex
! maps or maps using models with high triangle counts
! - Vertexlight code tweaked a bit
! - Triangle/winding orders now more consistent. Tesselated surfaces will have
! a uniform triangle ordering (thanks RR2DO2)
! - NEW: "vertexDeform move" now parsed and surfaces are merged into the
! appropriate BSP leaves they may enter into (thanks to Bart Vrijkorte)
! - NEW: shader command: q3map_alphaMod. Currently takes a single form:
! q3map_alphaMod dotproduct ( NX NY NZ )
! where NX NY NZ are a unit normal (length of 1.0) specifying direction.
! An example use would be snow in a shader's 2nd pass, using alphaFunc or
! blendFunc:
! q3map_alphaMod dotproduct ( 0 0 1 ) // surfaces facing upwards have snow
! (idea contributed by RR2DO2)
!
!
! 2.3.23 (2002-10-18)
!
! - In my haste to release the previous version, I neglected to give credit where
! it was due. Seaw0lf had as much (probably more) to do with the new model
! loading library (PicoModel). Because of his efforts, you can load 3DS models
! and use them in misc_model entities.
! - PicoModel model library up to version 0.7. Improved 3DS support, more stable.
! - Surface models still not reenabled. Soon. :)
! - You can now remap a misc_model's shaders like this:
! Key "_remapNN" "the/model/shader;the/real/shader"
! This works just like TA terrain vertexRemapShader key. You can also supply a
! * glob for the source shader if you want all your model's shaders to use the
! specified shader:
! "_remap" "*;models/mapobjects/tree/bark"
!
!
! 2.3.22 (2002-10-16)
!
! - Moving to sensible Linux-style versioning.
! - The misc_model code has been completely rewritten, breaking surface models.
! Surface models will reappear in the next release, once the new model API has
! stablized.
! - New: MD3 and 3D Studio 3DS models now natively supported.
! - The misc_model "angles" key now supported. Values: "pitch yaw roll" in keeping
! with standard Quake 3 angles order.
! - Models scaled with "modelscale_vec" now have proper normal scaling/rotation
! (thanks SPOG).
! - Models can now be lightmapped.
! - Models can now have > 1000 vertexes per surface.
! - For best results for above, add the following to models' shaders:
! q3map_splotchfix
! q3map_nonplanar
! - 3DS models' MATERIAL NAMES ARE THE FINAL Q3 SHADER NAMES. YOU HAVE BEEN WARNED.
! - Models are generally 13373R. :)
!
!
! 2.3.0-a21 (2002-10-02)
!
! - Fixed a stack of really stupid bugs in the lightgrid code. Should be faster
! and more predictable now.
! - SOF2/JK2 lightgrid now compiled. This is the first version of Q3Map2 that can
! compile full, release-worthy SOF2 and JK2 maps.
! - SOF2/JK2 damageshader and damagable brush faces should work correctly now.
!
!
! 2.3.0-a20 (2002-09-26)
!
! - SOF2/JK2 worldspawn "fog" (and "_fog") shader key support for levelwide fog
! - SOF2/JK2 light "scale" key to scale light brightness
! - SOF2/JK2 -rename function for _bsp and _rmg_bsp shader renaming
!
!
! 2.3.0-a19 (2002-09-24)
!
! - Shaders can now be subclassed (Q3Map relavant portions only, such as
! surfaceparms, lighting, texture projection, etc). To subclass an existing
! shader, add "q3map_baseshader X" where X is the name of the base shader.
! - Preliminary auto-model distribution over surfaces. You can now have things
! like grass and tree models automatically distributed across your terrain
! or other surfaces. To wit:
!
! q3map_surfacemodel models/mapobjects/tree2/tree2.md3 64 0.001 0.5 4.0 0 360 1
!
! q3map_surfacemodel <path to md3> <density in units> <odds of appearing>
! <min scale> <max scale> <min angle> <max angle> <oriented>
!
! The last flag is 1 or 0, and sets whether the model gets fitted to the
! orientation of the surface. Not functional yet. See screenshots page for
! shots of this in action.
!
!
! 2.3.0-a18 (2002-09-21)
!
! - misc_models can now be attached to any brush model entity. Just target the
! brush entity with the misc_model (select model, then entity, hit Ctrl+K)
! - q3map_tcMod translate (or shift or offset) <s offset> <t offset>
! - q3map_tcMod rotate <degrees> (rotates around origin, not center)
! - q3map_tcMod scale <s scale> <t scale>
! - Metasurface merging now much, much better. Merges into roughly rectangular or
! square areas wherever possible
! - q3map_terrain no longer sets Z-axis lightmap projection. It must be set in
! the terrain layer shaders if you want previous behavior
! - Worlspawn _blocksize key now supports 3 elements for setting X Y and Z splits
! independently of each other (use a value of 0 for no splits on that axis)
! - Misc bugfixes
!
!
! 2.3.0-a1 through 2.3.0-a17 (2002-07 through 2002-09-20)
!
! - Elite Force support (via -game ef)
! - SOF2 and JK2 support (via -game sof2 or -game jk2)
! - All new image handling with PNG support
! - q3map_lightimage specifies image for radiosity and lighting
! - External lightmaps, set using q3map_lightmapsize <width> <height>. Up to
! 1024 x 1024 supported.
! - q3map_lightmapGamma <value> sets the brightness scale of a lightmap
! - q3map_lightmapsampleoffset <distance> to fix glitches in lightmapped terrain
! - Tons more features and bugfixes. See the forum threads for details/screenshots
! - Two new surfaceparms, "antiportal" and "skip," and associated shaders, for
! allowing the mapper to more cleanly set up visibility data
! - Lightmaps will always have square texels now (no more stretching)
! - Vertex light improvements
! - Light grid improvements
! - q3map_lightrgb support for RTCW
!
!
!
!
!
!
</pre>
<table border=0 width="100%">
<tr>
<td colspan=5> </td>
</tr>
<tr bgcolor="#e0e0e0">
<td colspan=5 align=center><b>19 files modified</b></td>
</tr>
<tr>
<td><b>Module</b></td>
<td><b>File name</b></td>
<td colspan=3><b>Version</b></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>Construct</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/Construct?rev=1.18.2.3">1.18.2.3</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/Construct.diff?r1=text&tr1=1.18.2.3&r2=text&tr2=1.18.2.4&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/Construct?rev=1.18.2.4">1.18.2.4</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>docs/developer/CHANGES</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/docs/developer/CHANGES?rev=1.329.2.18">1.329.2.18</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/docs/developer/CHANGES.diff?r1=text&tr1=1.329.2.18&r2=text&tr2=1.329.2.19&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/docs/developer/CHANGES?rev=1.329.2.19">1.329.2.19</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>include/ieclass.h</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/ieclass.h?rev=1.6">1.6</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/ieclass.h.diff?r1=text&tr1=1.6&r2=text&tr2=1.6.2.1&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/ieclass.h?rev=1.6.2.1">1.6.2.1</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>include/iplugin.h</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/iplugin.h?rev=1.2">1.2</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/iplugin.h.diff?r1=text&tr1=1.2&r2=text&tr2=1.2.4.1&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/include/iplugin.h?rev=1.2.4.1">1.2.4.1</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>libs/synapse.h</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/synapse.h?rev=1.10.2.2">1.10.2.2</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/synapse.h.diff?r1=text&tr1=1.10.2.2&r2=text&tr2=1.10.2.3&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/synapse.h?rev=1.10.2.3">1.10.2.3</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>libs/picomodel/pm_ase.c</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/picomodel/pm_ase.c?rev=1.2">1.2</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/picomodel/pm_ase.c.diff?r1=text&tr1=1.2&r2=text&tr2=1.2.2.1&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/picomodel/pm_ase.c?rev=1.2.2.1">1.2.2.1</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>libs/synapse/synapse.cpp</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/synapse/synapse.cpp?rev=1.15">1.15</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/synapse/synapse.cpp.diff?r1=text&tr1=1.15&r2=text&tr2=1.15.2.1&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/libs/synapse/synapse.cpp?rev=1.15.2.1">1.15.2.1</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>plugins/model/Conscript</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/plugins/model/Conscript?rev=1.2">1.2</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/plugins/model/Conscript.diff?r1=text&tr1=1.2&r2=text&tr2=1.2.2.1&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/plugins/model/Conscript?rev=1.2.2.1">1.2.2.1</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>radiant/Conscript</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/Conscript?rev=1.13.2.1">1.13.2.1</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/Conscript.diff?r1=text&tr1=1.13.2.1&r2=text&tr2=1.13.2.2&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/radiant/Conscript?rev=1.13.2.2">1.13.2.2</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/Conscript-q3map2</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/Conscript-q3map2?rev=1.2.2.1">1.2.2.1</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/Conscript-q3map2.diff?r1=text&tr1=1.2.2.1&r2=text&tr2=1.2.2.2&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/Conscript-q3map2?rev=1.2.2.2">1.2.2.2</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map2/brush.c</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/brush.c?rev=1.1.4.3">1.1.4.3</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/brush.c.diff?r1=text&tr1=1.1.4.3&r2=text&tr2=1.1.4.3.6.1&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/brush.c?rev=1.1.4.3.6.1">1.1.4.3.6.1</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map2/changelog.q3map2.txt</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt?rev=1.1.2.2.2.3">1.1.2.2.2.3</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt.diff?r1=text&tr1=1.1.2.2.2.3&r2=text&tr2=1.1.2.2.2.4&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt?rev=1.1.2.2.2.4">1.1.2.2.2.4</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map2/convert_ase.c</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/convert_ase.c?rev=1.1.2.1">1.1.2.1</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/convert_ase.c.diff?r1=text&tr1=1.1.2.1&r2=text&tr2=1.1.2.1.4.1&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/convert_ase.c?rev=1.1.2.1.4.1">1.1.2.1.4.1</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map2/facebsp.c</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/facebsp.c?rev=1.1.4.3">1.1.4.3</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/facebsp.c.diff?r1=text&tr1=1.1.4.3&r2=text&tr2=1.1.4.3.2.1&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/facebsp.c?rev=1.1.4.3.2.1">1.1.4.3.2.1</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map2/map.c</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/map.c?rev=1.1.4.3.4.2">1.1.4.3.4.2</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/map.c.diff?r1=text&tr1=1.1.4.3.4.2&r2=text&tr2=1.1.4.3.4.3&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/map.c?rev=1.1.4.3.4.3">1.1.4.3.4.3</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map2/model.c</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/model.c?rev=1.1.2.7.2.3">1.1.2.7.2.3</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/model.c.diff?r1=text&tr1=1.1.2.7.2.3&r2=text&tr2=1.1.2.7.2.4&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/model.c?rev=1.1.2.7.2.4">1.1.2.7.2.4</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map2/q3map2.dsp</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.dsp?rev=1.2.2.4.4.2">1.2.2.4.4.2</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.dsp.diff?r1=text&tr1=1.2.2.4.4.2&r2=text&tr2=1.2.2.4.4.3&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.dsp?rev=1.2.2.4.4.3">1.2.2.4.4.3</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map2/q3map2.h</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.h?rev=1.1.2.7.2.3">1.1.2.7.2.3</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.h.diff?r1=text&tr1=1.1.2.7.2.3&r2=text&tr2=1.1.2.7.2.4&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/q3map2.h?rev=1.1.2.7.2.4">1.1.2.7.2.4</a></td>
</tr>
<tr>
<td><b>GtkRadiant</b></td>
<td><code>tools/quake3/q3map2/surface.c</code></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface.c?rev=1.1.4.6.2.2">1.1.4.6.2.2</a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface.c.diff?r1=text&tr1=1.1.4.6.2.2&r2=text&tr2=1.1.4.6.2.3&f=h">>>></a></td>
<td><a href="http://zerowing.idsoftware.com/viewcvs/viewcvs.cgi/GtkRadiant/tools/quake3/q3map2/surface.c?rev=1.1.4.6.2.3">1.1.4.6.2.3</a></td>
</tr>
</table>
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