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Releases: Triang3l/BS2PC

Build 4

14 Sep 09:42
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Changed the word used for the random-tiled texture name prefix from "hyphen" to "minus" for consistency with the plus sign used for animated textures in the options list.

Build 3 (full rework)

13 Sep 18:46
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  • 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.

Build 2

17 Jun 16:37
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Rewrote the nodraw skipping to check the surface flag 0x100 rather than the texture name.

Build 1

11 Jun 19:01
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Initial Windows release.