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Tags: Triang3l/BS2PC

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b4

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Change hyphen to minus for consistency with + for animated textures i…

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b3

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Full rework, mostly with texture and subdivision improvements

- Full rework — arguments are different now.
- Using the original PC textures with pixel-perfect details and full 24-bit color from the WADs when converting from PS2 to PC if they are identical to the PS2 textures.
- Gathering and using the original PS2 conversions of textures for consistency for converting from PC to PS2 if they are identical to the PC textures.
- Bicubic texture resampling to and from powers of two.
- More accurate texture palette conversion.
- Fixup of incorrectly rendered minus-prefixed (originally randomly tiled) textures (interleaved and inverted) in PS2 to PC conversion.
- Reconstruction of randomly tiled texture sets from WADs.
- Subdivision of liquids and transparent surfaces done in texture coordinate space rather than the world 3D grid.
- Constructing triangle strips for subdivided polygons for chains of surfaces, rather than by creating strips for individual surfaces and merging them afterwards; no more holes in subdivided polygons.
- Various other accuracy improvements.
- Quake map conversion to both the PS2 and the PC versions of Half-Life.
- Development features: extracting textures from PS2 maps as .tga, extracting subdivided polygons from PS2 maps as .obj.
- Switching from C to C++17 for easier manipulation of collections of objects, to Premake for building for different platforms, and to static linkage of zlib.

b2

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Skip nodraw by checking the face flag

b1

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Build 1