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Very important stuff
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Many releases include disclaimers, saying stuff like "this code is ugly... I
had to rush, etc." -- I'm not going to do that. For the most part, the code
is production quality. Any nasty or hacked bits are expected to be replaced
(like the beamtree.)

You can expect this code to work quite well. It's been rather well tested and
appears to work fine.

You can also expect that (because of the soon-to-be-replaced) beamtree, it
will bog down considerably with large scenes (say... 5000 and above polys).

Finally, the octree is pretty much unused in this version. So make sure you
set the octree threshold to a value larger than your largest database (in
polygon count) -- or just set it to 10000000 and call it a day. :)

You're getting a pre-release of this project. This project is still being
actively developed. Check the FluidStudios.com website for a final release
sometime in the future (yeah, "sometime" -- maybe next month, maybe next
year. :)

Until then, don't expect any long explanations on how stuff works in this
rad processor. A lot of it is new (for example, the BSP uses a rather unique
method of building the tree, which is much faster than common techniques and
also reduces splits to a minimum.)

If you don't understand something, please (!!) use the code and debugger to
figure it out before contacting me. If you have questions about this code,
feel free to email me at midnight@FluidStudios.com. However, if I feel you
didn't try hard enough to figure it out on your own, I will ignore your mail.
Sorry, but I'm just being spread way too thin these days.

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Descriptions on new techniques
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If you want to know how stuff works, first check the code. Then, there are two
other places to look. First, check the folder named "LMap Packing Algo at
work" -- in there, you'll find an explanation of exactly how the lightmap
packer works in its entirety.

Second, if you want to know how the new BSP compiler works, check the Fluid
Studios site for the document titled "Fast BSP Tree Generation using Binary
Searches". Although the document says it's unproven, this project proves it
works quite well.

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Getting use out of it
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If you want to make use of the results, here's the best way to do so:

  1. Hack the code in GeomDB.* to read/write your own file format.

  - or -

  1. Convert your geometry into a ENT file (see GeomDB.* for information)
     Although the processor can read OCT files, ENT files are better because
     they contain materials that alllow entire polygons to be emitters, rather
     than simple point lights.
  2. Run the FSRad tool on the file
  3. Have the tool write out an OCT file (contains the geometry and lightmaps
     along with the newly remapped polygons and UVs) -- note that the processor
     may need to split polygons that extend past a lightmap boundary. So the
     output geometry MAY NOT be the same as the input!
  4. Convert the OCT file back to your own file format.

