.MAP format question... fields added to brush lines post-Q1


(SiliconSlick) #1

I thought I’d play around with updating my bmp2map utility to support some more recent
formats (and a number of other features).

I haven’t updated it since Quake1.

Back then, brushes looked like:


( -882 656 504 ) ( -850 656 504 ) ( -850 624 504 ) rarrow 18 16 0 1.000000 1.000000

which are the 3 points on the plane, the texture, the
X/Y/Z shift for the texture and… I’m guessing…
the X/Y scales for the texture.

Now then, in ET, brushes look like this:


( 3164 1088 -292 ) ( 3156 1088 -292 ) ( 3164 1088 -420 ) castle_door/door_c17 160.000000 247.000000 0.000000 -0.250000 0.226563 134217728 0 0

The 3 points defining the plane and shader are obvious.

What are all the other fields? Can someone provide a good link
(a quick Google didn’t quite find what I’m looking for)?

TIA,

SiliconSlick


(G0-Gerbil) #2

I’ve played around with stuff myself.
As far as I am aware the last two values are not used in ET, just leave 'em at zero.
The thrid from last number is a binary flag, although the only flag I’m aware of that actually uses it is to determine if the brush is detail or structural.
That leaves you with 5 numbers, which I’m guessing are U offset, V offset, rotation, and U scaling and V scaling.
There’s only ever U and V as opposed to UVW because compilation assigns a default axis according to the surface normal - it matches up the surface to the axis it faces the most. You may want to peruse the q3map2 or ET source to make sure your maths matches theirs, otherwise 45 degree slopes might end up with different orientations between your programs.