Releases: Triang3l/BS2PC
Releases · Triang3l/BS2PC
Build 4
Build 3 (full rework)
- 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.