diff --git a/engine/common/config_fteqw.h b/engine/common/config_fteqw.h index 8272614c..65edefb4 100644 --- a/engine/common/config_fteqw.h +++ b/engine/common/config_fteqw.h @@ -65,6 +65,7 @@ #define Q1BSPS //Quake1 #define Q2BSPS //Quake2 #define Q3BSPS //Quake3, as well as a load of other games too... +#define HL2BSPS //HalfLife2 map compat. #define RFBSPS //qfusion's bsp format / jk2o etc. #define TERRAIN //FTE's terrain, as well as .map support //#define DOOMWADS //map support, filesystem support is separate. @@ -86,6 +87,7 @@ #define MODELFMT_MDX //kingpin's format (for hitboxes+geomsets). #define MODELFMT_OBJ //lame mesh-only format that needs far too much processing and even lacks a proper magic identifier too #define MODELFMT_GLTF //khronos 'transmission format'. .gltf or .glb extension. PBR. Version 2 only, for now. +#define MODELFMT_HL2 //HalfLife2 / Source models, or something. #define RAGDOLL //ragdoll support. requires RBE support (via a plugin...). //Image formats @@ -106,7 +108,7 @@ #define IMAGEFMT_BMP //windows bmp. yuck. also includes .ico for the luls #define IMAGEFMT_PCX //paletted junk. required for qw player skins, q2 and a few old skyboxes. #define IMAGEFMT_EXR //openexr, via Industrial Light & Magic's rgba api, giving half-float data. -#define IMAGEFMT_VTF //HalfLife2's image format (also enables its materials format) +#define IMAGEFMT_VTF //HalfLife2's image format (you'll probably want the material format too) #define AVAIL_PNGLIB //.png image format support (read+screenshots) #define AVAIL_JPEGLIB //.jpeg image format support (read+screenshots) //#define AVAIL_STBI //make use of Sean T. Barrett's lightweight public domain stb_image[_write] single-file-library, to avoid libpng/libjpeg dependancies. @@ -117,6 +119,7 @@ #define DECOMPRESS_RGTC //bc4+bc5 #define DECOMPRESS_BPTC //bc6+bc7 #define DECOMPRESS_ASTC //ASTC, for drivers that don't support it properly. +#define MATERIAL_VMT //attempt to parse halflife2's vmt files. // Game/Gamecode Support #define CSQC_DAT