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Sep 30th, 2016
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  1. For Local model:TQModel = EachIn myBSP.Models 'Go through models
  2.     For fNr = model.Face_ID Until model.Face_ID + model.Face_Num 'Go through faces
  3.         'Debug progress
  4.         If fNr Mod 100 <= 0 Then Print "Generating: " + fNr + "/" + model.Face_Num
  5.         face = myBSP.Faces[fNr] 'Get current face
  6.        
  7.         vert = New TQVertex[face.Ledge_Num]
  8.        
  9.         For lNr = 0 Until face.Ledge_Num 'Go through edges
  10.             ledge = myBSP.Ledges[face.Ledge_ID + lNr] 'Get current Ledge
  11.             edge = myBSP.Edges[Abs(ledge.edge)] 'Get current edge
  12.            
  13.             'Grab verts
  14.             If ledge.edge < 0 Then
  15.                 vert[lNr] = myBSP.Vertices[edge.Vertex1]
  16.             Else
  17.                 vert[lNr] = myBSP.Vertices[edge.Vertex0]
  18.             EndIf
  19.         Next
  20.        
  21.         'If we don't have a surface to work with, create one
  22.         If Not surf[surfNr] Then surf[surfNr] = CreateSurface(mesh, Null)
  23.        
  24.         'Move to next surface if we're using too many vertices
  25.         If surf[surfNr].CountVertices() > (10000 * 3) - 1 Then surfNr:+1
  26.                
  27.         'Make some 3D yo
  28.         For Local i:Int = 0 Until vert.Length
  29.             AddVertex(surf[surfNr], vert[i].X * 0.1, vert[i].Y * 0.1, vert[i].Z * 0.1)
  30.         Next
  31.        
  32.         'Random triangles activate!
  33.         AddTriangle(surf[surfNr], vertNr, vertNr + 1, vertNr + 2)
  34.         vertNr:+3
  35.        
  36.     Next
  37. Next
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