LJW-Dev
23fc37b1c6
Moved coordinate conversion to BSP creator instead of the BSP linker, and added a console print of the maximum number of objects in a collision leaf.
2026-05-16 09:44:28 +02:00
LJW-Dev
57d4c906af
WIP: Updated premake scripts, removed non-submodule ufbx code, ported BSPCreator to use the submodule. OAT link still fails due to unknown premake issue.
2026-05-16 09:44:28 +02:00
LJW-Dev
f29c0ce7b7
Refactored files to use CLANG formatting and linux compatabillty.
2026-05-16 09:44:27 +02:00
LJW-Dev
ed03a3167f
The FinalizeZone step can now fail and the zone link will not ouput a fastfile if the FinalizeZone step fails.
2026-05-16 09:44:26 +02:00
LJW-Dev
9b661c41be
Updated BSP linker to load assets on the FinalizeZone step.
2026-05-16 09:44:26 +02:00
LJW-Dev
a64597c0fc
Added the zone definition to the parameters of ConfigureCreatorCollection. ObjLoaderT6 has also been changed to conditionally add the BSP creator if the map type isn't NONE.
2026-05-16 09:44:26 +02:00
LJW-Dev
f1c176b3cf
CLANG formatted ObjLoaderT6
2026-05-16 09:44:25 +02:00
LJW-Dev
b092188326
Updated missing image and colour only image asset names to use materials loaded by the game.
2026-05-16 09:44:25 +02:00
LJW-Dev
1fe05574ef
Formatted all BSP loading files using clang.
2026-05-16 09:44:25 +02:00
LJW-Dev
dc881bc06c
Refactored to make x64 builds succeed
2026-05-16 09:44:24 +02:00
LJW-Dev
f5c35c078d
Refactored GFX world loading
2026-05-16 09:44:24 +02:00
LJW-Dev
af3284ab22
Refactored clipmap generation, further refactored other files to better use c++
2026-05-16 09:44:24 +02:00
LJW-Dev
014fe103ac
Refactor to improve C++ and safe code use
2026-05-16 09:44:24 +02:00
LJW-Dev
c839a220b2
WIP: Finished updating BSP linker to use seperate files for each asset.
2026-05-16 09:44:24 +02:00
LJW-Dev
66d3e0e9de
WIP: Converted custom map linker into different asset files
2026-05-16 09:44:23 +02:00
LJW-Dev
0e7b1e1d58
WIP: Prepared project for updating CustomMapLinker.h
2026-05-16 09:44:23 +02:00
LJW-Dev
fbcf2dbd7c
WIP:
...
- Updated file structure to use BSP naming scheme
- Re-wrote BSP creator to use c++ more efficiently
2026-05-16 09:44:23 +02:00
LJW-Dev
42d4f6f54d
WIP:
...
- Updated names to allign with the BSP naming structure
- Updated constants file and assoicated uses
2026-05-16 09:44:23 +02:00
LJW-Dev
2d0b3a8924
WIP:
...
- Converted BSP tree generation to use unique ptrs
- Updated the linker to use BSP tree unique ptrs and use the new structure of custom map structs
2026-05-16 09:44:22 +02:00
LJW-Dev
81ba499852
WIP: Updating code to follow laupentin's code review.
...
Done:
- Moved custom map structures to their own objcommon header file
- Updated GfxLightGridRow struct
- Reverted shader_bin file path
- Renamed Project Creator to BSP Creator
- Removed model loading from BSP creator
- Cleaned up BSP Creator and updated the names of structs
WIP:
- Update BSP calculation code to be more readable and use unique/shared ptrs
2026-05-16 09:44:22 +02:00
LJW-Dev
65235168b6
Added a default entity string if the entity file isn't given
2026-05-16 09:44:22 +02:00
LJW-Dev
f3bf16405c
FIxed techset dumping and loading to be the same, as well as added a missing image check to the BSP compiler to reduce the output prints when an image is missing.
2026-05-16 09:44:22 +02:00
LJW-Dev
68435e8c74
Updated Json Material loader to support passing JSON instead of a stream, and added techset loading code
2026-05-16 09:44:21 +02:00
LJW-Dev
7908549dc8
Updated custom map objloading code to match new structure.
2026-05-16 09:44:21 +02:00
LJW-Dev
6acf19da6d
Another refactor to remove leacy code that isn't used anymore
2026-05-16 09:44:21 +02:00
LJW-Dev
836c6d924d
Another refactor to clean up comments and code
2026-05-16 09:44:21 +02:00
LJW-Dev
f7f290eeb2
remove GSC-Tool use
2026-05-16 09:44:20 +02:00
LJW-Dev
413b16e4d1
Second failed attempt at making shadows work
2026-05-16 09:44:20 +02:00
LJW-Dev
78d458382f
Failed test to make shadows work
2026-05-16 09:44:20 +02:00
LJW-Dev
2b302e9a85
V1 release of custom map code
2026-05-16 09:44:20 +02:00
LJW-Dev
10da8b27b7
all known bugs fixed and loaded maps work correctly now.
2026-05-16 09:44:19 +02:00
LJW-Dev
b0756ef8e1
fix: more incorrect paths
2026-05-16 09:44:19 +02:00
LJW-Dev
1ad7c8320e
Fix: technqiues weren't opened with the proper file path.
2026-05-16 09:44:19 +02:00
LJW-Dev
61da5c2e08
WIP fix, loading is currently not working correctly
2026-05-16 09:44:19 +02:00
LJW-Dev
a045518f7d
Added the ability to dump and load technique sets.
...
note: techniques should be dumped in seperate files from technique sets, but compiling them all into the techset works as well but is harder to read.
2026-05-16 09:44:18 +02:00
LJW-Dev
264139fb4e
Initial commit of BSP compilation
2026-05-16 09:44:08 +02:00
Paging Red
010ac3ad3e
Add IW3 PhysPreset dump logic ( #744 )
...
* Copied template from font.
* Create PhysPreset writer from Font dumper template.
* Completely refactor to match previous implementation.
* Remove files from previous implementation.
* Fix PhysPresetFields.
* Add missing fields and correct order.
* Add static infinity check as builtin does not work.
* Wasn't clang formatted.
* Remove unused 'perSurfaceSndAlias' field.
* Removed unsupported vals (tracer & vehicle) and un-needed vals (material).
* Make order match struct and mark 'tempDefaultToCylinder' as QBOOLEAN.
* Make order match struct and clamp vals for 'mass' and 'tempDefaultToCylinder'.
* Remove un-needed includes and add limits for float max.
* Remove clamping of mass.
* Use float max to determine if friction is infinite.
* Clang format.
* chore: formatting
* chore: do not use classes for obj constants
---------
Co-authored-by: njohnson <gitea.nicholasjohnson.info>
Co-authored-by: Jan Laupetin <jan@laupetin.net >
2026-04-23 23:27:34 +02:00
Jan Laupetin
6e19b94b9b
chore: use templated loaders for shaders in IW4,T6
2026-03-14 09:09:57 +01:00
Jan Laupetin
90d7f92ddd
chore: replace all usages of removed ClassUtils macros
2026-03-06 00:13:04 +01:00
Jan Laupetin
86ae57578b
feat: add t6 sub asset loaders for shaders
2026-03-02 22:08:57 +00:00
Jan Laupetin
aa47ffa629
refactor: introduce subasset loading
2026-02-05 18:17:15 +01:00
Jan Laupetin
4cdccba016
feat: add embedded image loader for every supported game
2026-01-05 09:50:21 +00:00
Jan Laupetin
33584f6f7b
feat: add external image loader for every supported game
2026-01-05 09:50:20 +00:00
Jan Laupetin
da2a76f6da
chore: update image namespacing
2026-01-05 09:50:20 +00:00
Jan Laupetin
8eb79da8a2
chore: adjust asset data when taking from global asset pools
2025-12-23 15:40:52 +01:00
Jan Laupetin
bcf2b0a3ae
chore: small adjustment to console log levels
2025-12-16 14:13:52 +00:00
Jan Laupetin
02f20f09b6
chore: update all logging to use centralized logging component
2025-09-11 20:25:51 +02:00
Jan Laupetin
46fb919a52
refactor: do not nest asset namespaces in game namespaces
...
* Duplicated namespace names are kind of annoying
2025-08-06 00:50:35 +02:00
Jan Laupetin
a5024d40b0
refactor: streamline T6 asset loading
2025-08-05 01:14:19 +02:00
Jan Laupetin
e9a7f43348
fix: formatting
2025-08-03 21:35:44 +02:00