Commit 3dd2ff55 authored by Rudolf Polzer's avatar Rudolf Polzer
Browse files

support .skin files for models (modelname_<n>.skin) like Q3A and DP

parent 570c4f2b
......@@ -206,7 +206,7 @@ InsertModel() - ydnar
adds a picomodel into the bsp
*/
void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle )
void InsertModel( char *name, int skin, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle )
{
int i, j, k, s, numSurfaces;
m4x4_t identity, nTransform;
......@@ -222,14 +222,64 @@ void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shade
byte *color;
picoIndex_t *indexes;
remap_t *rm, *glob;
skinfile_t *sf, *sf2;
double normalEpsilon_save;
double distanceEpsilon_save;
char skinfilename[ MAX_QPATH ];
FILE *skinfilehandle;
/* get model */
model = LoadModel( name, frame );
if( model == NULL )
return;
/* load skin file */
snprintf(skinfilename, sizeof(skinfilename), "%s_%d.skin", name, skin);
skinfilename[sizeof(skinfilename)-1] = 0;
skinfilehandle = fopen(skinfilename, "r");
if(!skinfilehandle)
{
/* fallback to skin 0 if invalid */
snprintf(skinfilename, sizeof(skinfilename), "%s_0.skin", name);
skinfilename[sizeof(skinfilename)-1] = 0;
skinfilehandle = fopen(skinfilename, "r");
if(skinfilehandle)
Sys_Printf( "Skin %d of %s does not exist, using 0 instead\n", skin, name );
}
sf = NULL;
if(skinfilehandle)
{
Sys_Printf( "Using skin %d of %s\n", skin, name );
int pos;
for(;;)
{
// for fscanf
char format[64];
char buf[1024];
if(!fgets(buf, sizeof(buf), skinfilehandle))
break;
/* create new item */
sf2 = sf;
sf = safe_malloc( sizeof( *sf ) );
sf->next = sf2;
sprintf(format, "replace %%%ds %%%ds%%n", (int)sizeof(sf->name)-1, (int)sizeof(sf->to)-1);
pos = 0;
if(sscanf(buf, format, &sf->name, &sf->to, &pos) > 0 && pos > 0)
continue;
sprintf(format, "%%%ds,%%%ds%%n", (int)sizeof(sf->name)-1, (int)sizeof(sf->to)-1);
pos = 0;
if(sscanf(buf, format, &sf->name, &sf->to, &pos) > 0 && pos > 0)
continue;
/* invalid input line -> discard sf struct */
free(sf);
sf = sf2;
}
}
/* handle null matrix */
if( transform == NULL )
......@@ -283,7 +333,27 @@ void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shade
picoShaderName = "";
else
picoShaderName = PicoGetShaderName( shader );
/* handle .skin file */
if(sf)
{
picoShaderName = NULL;
for(sf2 = sf; sf2 != NULL; sf2 = sf2->next)
{
if( !Q_stricmp( surface->name, sf2->name ) )
{
Sys_FPrintf( SYS_VRB, "Skin file: mapping %s to %s\n", surface->name, sf2->to );
picoShaderName = sf2->to;
break;
}
}
if(!picoShaderName)
{
Sys_FPrintf( SYS_VRB, "Skin file: not mapping %s\n", surface->name );
continue;
}
}
/* handle shader remapping */
glob = NULL;
for( rm = remap; rm != NULL; rm = rm->next )
......@@ -603,7 +673,7 @@ adds misc_model surfaces to the bsp
void AddTriangleModels( entity_t *e )
{
int num, frame, castShadows, recvShadows, spawnFlags;
int num, frame, skin, castShadows, recvShadows, spawnFlags;
entity_t *e2;
const char *targetName;
const char *target, *model, *value;
......@@ -806,21 +876,23 @@ void AddTriangleModels( entity_t *e )
if ( strcmp( "", ValueForKey( e2, "_shadeangle" ) ) )
shadeAngle = FloatForKey( e2, "_shadeangle" );
/* vortex' aliases */
else if ( strcmp( "", ValueForKey( mapEnt, "_smoothnormals" ) ) )
shadeAngle = FloatForKey( mapEnt, "_smoothnormals" );
else if ( strcmp( "", ValueForKey( mapEnt, "_sn" ) ) )
shadeAngle = FloatForKey( mapEnt, "_sn" );
else if ( strcmp( "", ValueForKey( mapEnt, "_smooth" ) ) )
shadeAngle = FloatForKey( mapEnt, "_smooth" );
else if ( strcmp( "", ValueForKey( e2, "_smoothnormals" ) ) )
shadeAngle = FloatForKey( e2, "_smoothnormals" );
else if ( strcmp( "", ValueForKey( e2, "_sn" ) ) )
shadeAngle = FloatForKey( e2, "_sn" );
else if ( strcmp( "", ValueForKey( e2, "_smooth" ) ) )
shadeAngle = FloatForKey( e2, "_smooth" );
if( shadeAngle < 0.0f )
shadeAngle = 0.0f;
if( shadeAngle > 0.0f )
Sys_Printf( "misc_model has shading angle of %.4f\n", shadeAngle );
skin = IntForKey(e2, "skin");
/* insert the model */
InsertModel( (char*) model, frame, transform, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale, lightmapSampleSize, shadeAngle );
InsertModel( (char*) model, skin, frame, transform, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale, lightmapSampleSize, shadeAngle );
/* free shader remappings */
while( remap != NULL )
......
......@@ -645,6 +645,14 @@ typedef struct remap_s
}
remap_t;
typedef struct skinfile_s
{
struct skinfile_s *next;
char name[ 1024 ];
char to[ MAX_QPATH ];
}
skinfile_t;
/* wingdi.h hack, it's the same: 0 */
#undef CM_NONE
......@@ -1651,7 +1659,7 @@ void PicoPrintFunc( int level, const char *str );
void PicoLoadFileFunc( char *name, byte **buffer, int *bufSize );
picoModel_t *FindModel( char *name, int frame );
picoModel_t *LoadModel( char *name, int frame );
void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle );
void InsertModel( char *name, int skin, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle );
void AddTriangleModels( entity_t *e );
......
......@@ -3173,7 +3173,7 @@ int AddSurfaceModelsToTriangle_r( mapDrawSurface_t *ds, surfaceModel_t *model, b
}
/* insert the model */
InsertModel( (char *) model->model, 0, transform, NULL, ds->celShader, ds->entityNum, ds->castShadows, ds->recvShadows, 0, ds->lightmapScale, 0, 0 );
InsertModel( (char *) model->model, 0, 0, transform, NULL, ds->celShader, ds->entityNum, ds->castShadows, ds->recvShadows, 0, ds->lightmapScale, 0, 0 );
/* return to sender */
return 1;
......
......@@ -275,7 +275,7 @@ void Foliage( mapDrawSurface_t *src )
m4x4_scale_for_vec3( transform, scale );
/* add the model to the bsp */
InsertModel( foliage->model, 0, transform, NULL, NULL, src->entityNum, src->castShadows, src->recvShadows, 0, src->lightmapScale, 0, 0 );
InsertModel( foliage->model, 0, 0, transform, NULL, NULL, src->entityNum, src->castShadows, src->recvShadows, 0, src->lightmapScale, 0, 0 );
/* walk each new surface */
for( i = oldNumMapDrawSurfs; i < numMapDrawSurfs; i++ )
......
  • @divVerent have this ever worked?
    Because it attempts to load e.g. path/model.md3_<n>.skin.
    Also Q3A doesn't support numbered skins, but named instead, e.g. head_blue.skin, head_red.skin for head.md3, head_1.md3, head_2.md3

  • TBH no idea. Maybe this was only DarkPlaces and I was wrong about Q3A - may have looked in a Q3A related mod.

    It certainly was primarily targeted at DP skin support. Isn't that correct? From looking at DP code it does use %s_%i.skin. I may have been wrong about that originating from Q3.

  • DP-emphasized version looks legit. Q3 way is easy to handle along with this by int->string change.
    Still interested, if this ever worked, because code got a few edits, while trying to load invalid path/model.md3_<n>.skin all this time.
    (Actually dicovered this code, because people were getting string overflow and loading+parsing model file instead of .skin.)

Markdown is supported
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment