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https://git.code.sf.net/p/quake/quakeforge
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790f62a209
This means that a tex_t object is passed in instead of just raw bytes and width and height, but it means the texture can specify whether it's flipped or uses BGR instead of RGB. This fixes the upside down screenshots for vulkan. |
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bsp2img.c | ||
CHANGELOG | ||
Makemodule.am | ||
README |
BSP2BMP v0.0.12 How to use: ----------- bsp2bmp -h > BSP->bitmap, version 0.0.12 > > Usage: > bsp2bmp [options] <bspfile> <outfile> > > Options: > -s<scaledown> default: 4, ie 1/4 scale > -z<z_scaling> default: 0 for flat map, >0 for iso 3d, -1 for auto > -p<padding> default: 16-pixel border around final image > -d<direction> iso 3d direction: 7 0 1 > \ | / > 6--+--2 > / | \ > 5 4 3 > default: 7 > -c<camera_axis> default: +Z (+/- X/Y/Z axis) > -t<flatness> threshold of dot product for edge removal; > default is 0.90 > -e disable extraneous edges removal > -a<area> minimum area for a polygon to be drawn > default is 0 > -l<length> minimum length for an edge to be drawn > default is 0 > -n negative image (black on white) > -r write raw data, rather than bmp file Explanation of options: ----------------------- scaledown - amount by which the bsp map coordinates are scaled down by when generating the bitmap. The default of 1/4 size gives a decent compromise between detail and a not-too- overly large resulting image. Value must be less than 1. z_scaling - generate isometric-type (well, sorta) 3d look by taking the Z-coordinate to shift the point when plotting the bitmap. See <direction> for control of direction of shift. The number specified is the maximum number of pixels by which the shift will be done. If equal to 0 (default), the map will be 'flat' padding - margin to place around the image, in pixels. Default is 16. direction - direction in which shifting will be done for plotting of Z-axis. Default direction is 1 (up and to the right), which for a cube will give something like: +-----+ /| /| / | / | +--|--+ | | +-----+ | / | / |/ |/ +-----+ camera axis - axis along which the camera will sit. Valid choices flatness - extraneous edges are removed by taking the dot product of the unit vector normals of the faces which use that edge. If the dot product is less than this threshold, then the line will be plotted. A dot product of 1.0 means the two faces are in the same plane, and hence the edge should be dropped. Anything less than the threshold will be drawn. A bit of leeway is allowed with a 0.90 threshold for rounding errors and map design imperfections (ie. walls not EXACTLY parallel). area/line minimums - if a given edge is smaller than the line minimum or a given face is smaller than the area minimum, the line(s) won't be drawn. This can be used to get rid of smaller details from cluttering up the final output. You may have to play around with the numbers to fine tune the output. raw data - if specified, output will be the raw bitmap data, not a BMP. Notes: ------ * NO error checking is done on the bsp file as of this moment. Use at your own risk, if you plan on (or accidentally) specifiy a non-bsp file, or use on a buggy (ie. improperly referenced faces/edges/etc.) bsp file. * Edge removal is still a big buggy... occasionally some edges which should be kept are removed anyways, or vice versa!