bingo. i was able to port some of my work. basically, obviously you know a standard brush looks like this:
// brush 0
{
( 40 4608 -64 ) ( 16 4608 -64 ) ( 16 4592 -64 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
( 16 4592 64 ) ( 16 4608 64 ) ( 40 4608 64 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
( 16 4592 64 ) ( 40 4592 64 ) ( 40 4592 -64 ) seawall_wall/wall03_mid -128 0 0 0.500000 0.250000 0 0 0
( 384 4608 64 ) ( 384 4608 -64 ) ( 368 4592 -64 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
( 0 4608 64 ) ( 0 4608 -64 ) ( 384 4608 -64 ) seawall_wall/wall03_mid -128 0 0 0.500000 0.250000 0 0 0
( 0 4608 -64 ) ( 0 4608 64 ) ( 16 4592 64 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
}
the CoD version looks like this:
// brush 0
{
( 40 4608 -64 ) ( 16 4608 -64 ) ( 16 4592 -64 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 0
( 16 4592 64 ) ( 16 4608 64 ) ( 40 4608 64 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 0
( 16 4592 64 ) ( 40 4592 64 ) ( 40 4592 -64 ) seawall_wall/wall03_mid -128 0 0 0.500000 0.250000 0 0 0 0
( 384 4608 64 ) ( 384 4608 -64 ) ( 368 4592 -64 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 0
( 0 4608 64 ) ( 0 4608 -64 ) ( 384 4608 -64 ) seawall_wall/wall03_mid -128 0 0 0.500000 0.250000 0 0 0 0
( 0 4608 -64 ) ( 0 4608 64 ) ( 16 4592 64 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 0
}
codradiant adds an extra 0, so by taking out those zeroes it loads just fine into gtk.
however, doing that for thousands of brushes gets tedious, and the terrain patches used in call of duty arent compatible with gtk so new terrain has to be built.
cod also has nice alpha blending, where you can paint alpha on the patch to remove its texure in certain areas, and so you create a duplicate patch with another texture. in the patch that has part of its texture alphae’d out, you add PolygonOffset in the shader file to make sure that it sits on top and doesnt have any z-fighting. i really wish we had this in ET rather than relying on the normal direction of the brush face to determine the shading.