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models: add mda file to override list
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parent
1aadd6e404
commit
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2 changed files with 16 additions and 2 deletions
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@ -81,6 +81,8 @@ Note:
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with tranparency or some animations flags and properties.
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with tranparency or some animations flags and properties.
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* If you like support some other maps type, create pull request for Mod_Load2QBSP
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* If you like support some other maps type, create pull request for Mod_Load2QBSP
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function and provide a link to demo maps.
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function and provide a link to demo maps.
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* Use `maptype 1` before load any Heretic 2 maps. Look to
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[maptype_t](src/common/header/cmodel.h#L42) for more info.
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Games:
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Games:
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@ -120,14 +122,15 @@ Goals:
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* [x] suport Daikatana/SiN .pak/.sin format from pakextract,
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* [x] suport Daikatana/SiN .pak/.sin format from pakextract,
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* [x] Support flow/scale flags for Q64 maps,
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* [x] Support flow/scale flags for Q64 maps,
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* [x] Add debug progress loading code for maps,
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* [x] Add debug progress loading code for maps,
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* [x] MDR model format in Star Trek: Voyager – Elite Force,
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* [x] MDR model format from Star Trek: Voyager – Elite Force,
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* [ ] MDA entity format from Anachronox,
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* [x] RGB particles support instead palette based one,
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* [x] RGB particles support instead palette based one,
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* [x] Get rid of VID_PaletteColor client internal api use,
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* [x] Get rid of VID_PaletteColor client internal api use,
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* [x] Broken maps groups from base2 to next,
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* [x] Broken maps groups from base2 to next,
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* [ ] Single player ReRelease support,
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* [ ] Single player ReRelease support,
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* [ ] Support effects and additional flags for ReRelease when possible.
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* [ ] Support effects and additional flags for ReRelease when possible.
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* [ ] Use shared model cache in client code insted reimplemnet in each render,
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* [ ] Use shared model cache in client code insted reimplemnet in each render,
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* [ ] Check load soft colormap as 24bit color,
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* [x] Check load soft colormap as 24bit color from loaded image,
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* [ ] Fix transparent textures in Daikatana/SiN maps,
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* [ ] Fix transparent textures in Daikatana/SiN maps,
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* [ ] Use separete texture hi-color buffer for ui in soft render,
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* [ ] Use separete texture hi-color buffer for ui in soft render,
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* [ ] Cleanup function declarations in game save code,
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* [ ] Cleanup function declarations in game save code,
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@ -225,6 +225,7 @@ Mod_LoadFileWithoutExt(const char *namewe, void **buffer, const char* ext)
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if (!strcmp(ext, "fm") ||
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if (!strcmp(ext, "fm") ||
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!strcmp(ext, "def") ||
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!strcmp(ext, "def") ||
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!strcmp(ext, "dkm") ||
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!strcmp(ext, "dkm") ||
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!strcmp(ext, "mda") ||
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!strcmp(ext, "md2") ||
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!strcmp(ext, "md2") ||
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!strcmp(ext, "md3") ||
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!strcmp(ext, "md3") ||
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!strcmp(ext, "mdr") ||
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!strcmp(ext, "mdr") ||
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@ -296,6 +297,16 @@ Mod_LoadFileWithoutExt(const char *namewe, void **buffer, const char* ext)
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return filesize;
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return filesize;
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}
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}
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/* Check Anachronox model definition */
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Q_strlcpy(newname + tlen, ".mda", sizeof(newname));
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filesize = FS_LoadFile(newname, buffer);
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if (filesize > 0)
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{
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Com_DPrintf("%s: %s loaded as mda (Anachronox)\n",
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__func__, namewe);
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return filesize;
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}
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/* Check Kingpin model */
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/* Check Kingpin model */
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Q_strlcpy(newname + tlen, ".mdx", sizeof(newname));
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Q_strlcpy(newname + tlen, ".mdx", sizeof(newname));
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filesize = FS_LoadFile(newname, buffer);
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filesize = FS_LoadFile(newname, buffer);
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