Tags: Triang3l/BS2PC
Tags
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.