diff options
Diffstat (limited to 'mp/src/utils/vbsp')
| -rw-r--r-- | mp/src/utils/vbsp/notes.txt | 130 |
1 files changed, 65 insertions, 65 deletions
diff --git a/mp/src/utils/vbsp/notes.txt b/mp/src/utils/vbsp/notes.txt index b86b3e3f..5034c4b0 100644 --- a/mp/src/utils/vbsp/notes.txt +++ b/mp/src/utils/vbsp/notes.txt @@ -1,66 +1,66 @@ -// -----------------------------------------------------------------
-// JAY:
-//
-DONE: Fix tools for HL2/TF2 coordinate space
-DONE: Load textures from Half-Life .WADs
-DONE: Write out Q2 texture format (not miptex)
-DONE: Write test map viewer
-DONE: Test detail brushes
-DONE: view portals to test
-NOT DOING:Write out HL style collision trees
-DONE: new engine loader
-DONE: new vis in HL2 engine - looks simple now
-DONE: Do QRAD backwards? i.e. use Valve QRAD, and merge in the Q2 file formats? probably
-DONE: Integrate Ken's qrad code into qrad3
-DONE: add area portal visibility to HL2 engine
-DONE: write area portal entities for HL2/TF2
-DONE: test area portal code
-Split clusters for outdoor vis
-
-// -----------------------------------------------------------------
-
-QBSP3 Chop is based on recursive subdivision.
- - Force natural alignment of some sort to eliminate slivers where brushes meet ?
-
-
-Use Q2 style ladder indicator? yes
-Use Q2 style friction indicator? probably or not if physics based
-
-
-// -----------------------------------------------------------------
-// CHARLIE:
-//
-
-!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-NOTE: set DISP_PROTO to compile with displacement map info -- not on by default until
- the prototype is done, the checked in .exe does not have displacement map functionality
-!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-
-DONE: put DISP_PROTO defines around all of the displacement code until prototyping is done
-DONE: add displacement map structure
-DONE: add displacement face structure
-DONE: change face/side structures to accept displacement texinfo and displacement face indices
-DONE: change .map loader to parse displacment map info
-DONE: don't allow merge or subdivision of displacement faces
-DONE: when splitting brushes, the new generated side get initialized to -1
-DONE: add find displacement face functionality, then create it if not found
-DONE: add find displacement map functionality, then create it if not found
-DONE: initialize the displacement data before loading the .map file
-initialize the face data with dispface and dispmap = -1, is this necessary????
-DONE: copy from bsp tool face to bsp file face -- the displacement info
-DONE: add/copy lumps
-DONE: swap data for writing to bsp -- not really necessary, but to keep in sync with the rest
-DONE: write .bsp data out
-DONE: add displacement data to .bsp statistics -- print file
-
-Test maps:
-DONE: map where disp face gets split by block node
-DONE: map where disp face attempts merge/split
-DONE: map with texture disp face
-DONE: map with lots of disp faces
-DONE: map with multiple disp faces referencing one map
-DONE: map with multiple disp faces on one brush
-DONE: map with multiple disp faces on one brush referencing one map
-DONE: map with funky texture split encased on one portal
-
+// ----------------------------------------------------------------- +// JAY: +// +DONE: Fix tools for HL2/TF2 coordinate space +DONE: Load textures from Half-Life .WADs +DONE: Write out Q2 texture format (not miptex) +DONE: Write test map viewer +DONE: Test detail brushes +DONE: view portals to test +NOT DOING:Write out HL style collision trees +DONE: new engine loader +DONE: new vis in HL2 engine - looks simple now +DONE: Do QRAD backwards? i.e. use Valve QRAD, and merge in the Q2 file formats? probably +DONE: Integrate Ken's qrad code into qrad3 +DONE: add area portal visibility to HL2 engine +DONE: write area portal entities for HL2/TF2 +DONE: test area portal code +Split clusters for outdoor vis + +// ----------------------------------------------------------------- + +QBSP3 Chop is based on recursive subdivision. + - Force natural alignment of some sort to eliminate slivers where brushes meet ? + + +Use Q2 style ladder indicator? yes +Use Q2 style friction indicator? probably or not if physics based + + +// ----------------------------------------------------------------- +// CHARLIE: +// + +!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! +NOTE: set DISP_PROTO to compile with displacement map info -- not on by default until + the prototype is done, the checked in .exe does not have displacement map functionality +!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + +DONE: put DISP_PROTO defines around all of the displacement code until prototyping is done +DONE: add displacement map structure +DONE: add displacement face structure +DONE: change face/side structures to accept displacement texinfo and displacement face indices +DONE: change .map loader to parse displacment map info +DONE: don't allow merge or subdivision of displacement faces +DONE: when splitting brushes, the new generated side get initialized to -1 +DONE: add find displacement face functionality, then create it if not found +DONE: add find displacement map functionality, then create it if not found +DONE: initialize the displacement data before loading the .map file +initialize the face data with dispface and dispmap = -1, is this necessary???? +DONE: copy from bsp tool face to bsp file face -- the displacement info +DONE: add/copy lumps +DONE: swap data for writing to bsp -- not really necessary, but to keep in sync with the rest +DONE: write .bsp data out +DONE: add displacement data to .bsp statistics -- print file + +Test maps: +DONE: map where disp face gets split by block node +DONE: map where disp face attempts merge/split +DONE: map with texture disp face +DONE: map with lots of disp faces +DONE: map with multiple disp faces referencing one map +DONE: map with multiple disp faces on one brush +DONE: map with multiple disp faces on one brush referencing one map +DONE: map with funky texture split encased on one portal + //------------------------------------------------------------------
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