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Amiga Format CD 33
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Amiga Format AFCD33 (Issue 117, Dec 1998).iso
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-seriously_amiga-
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qtools0.2
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TODO
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1998-07-19
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74 lines
allready done:
possibly use cpp as preprocessor for quakec (do not open the source-file
directly, instead open a pipe, into that cpp pipes (alternativly use
tempfile instead))
partially done:
support for quake2 (some things have been done for this)
loading/saving of models
ilbm/gif/pcx/bmp-support (but, I'm not the man to programm that crap
, some has been done, but not everything)
alias-lists for texture-names: we expand an array of texturenames and its
aliases "alias\0texturename\0texturepath", so life is easy if you change your
texturenames on your harddrive or want to replace the standard-textures with
your own. and it is faster than searching through all your directories all
the time.
future ideas:
use zlib instead of own compression algorithm? (already in, but only
used for png)
make-like timestamp-updating?
lot of dokumentation (the whole source)
support for the extensions of bsp/worldcraft/... like prefabs etc.
if there are '/' in the mipmaps-name, we try to load wals instead of wads
(minor change, based upon the dir-keyword) [so it is possible to compile
quakeII-maps for quakeI
redefine some of the unused fields in structs for fast viewers (eg. a
fullcolor-field in miptexs, or a group-id in wads)
specify "lightcolors" in map-files for colored lights (quakeI and
quakeII), the lightmaps for colored light are saved after the normal
lightmaps, so we get get red-lightmap at "lightdatasize/4", green at
"lightdatasize/4 * 2", blue at "lightdatasize/4 * 3", that way it is
completely comatible to quake (dont forget to add lightofs)
a basic idea to enhance the bsp-format: after the bspheader we have room
for everything we want. the standard-header has offsets into the file, so
quake nor any other program that READ the file, expects that eg. the
entity-lump lies after the header. now we build a crc-sum, or something
other union like a magic number. we put that directly after the header.
now if we look for an enhanced bsp-file we check that number and voila
we put everything what we want into the bsp-file.
some ideas for extensions:
- write the texture-strings into a lump a save them, but don't load the
textures, so we have the same capability as quakeII for quakeI, but it
doesn't work for quakeI.exe, 'cause quakeI misses the texture-lump
- we can save the precalculated values from qview into a special lump
- we can save the colored light-tables into a special lump instead after
the original lightmaps
- ...
an idea to patch a pre-processed pak-file that the bsp-files shares
textures: first we create a wad, that contains all the textures that are
in the bsps (not in one, in all). than we create the bsps without adding
the textures and build the pak-file. now we post-process the bsps directly
in the pak-file (the bsps offsets to the textures exists but are -1) that
the offsets point into the location of the texture in the wad-file in the
pak-file.
... (too much)
suggestions are welcome!