Fix looped anims and add the long-awaited support for model-tags and quick and ugly fix for textures
This commit is contained in:
parent
06e91f9dd2
commit
a0e52dc550
@ -45,8 +45,8 @@ namespace Assets
|
||||
memcpy(material, baseMaterial, sizeof(Game::Material));
|
||||
material->name = builder->GetAllocator()->DuplicateString(name);
|
||||
|
||||
material->textureAtlasRowCount = 0;
|
||||
material->textureAtlasColumnCount = 0;
|
||||
material->textureAtlasRowCount = 1;
|
||||
material->textureAtlasColumnCount = 1;
|
||||
|
||||
// Load animation frames
|
||||
auto anims = infoData["anims"];
|
||||
@ -71,6 +71,16 @@ namespace Assets
|
||||
}
|
||||
}
|
||||
|
||||
// Model surface textures are special, they need a special order and whatnot
|
||||
bool replaceTexture = Utils::StartsWith(name, "mc/");
|
||||
if (replaceTexture)
|
||||
{
|
||||
Game::MaterialTextureDef* textureTable = builder->GetAllocator()->AllocateArray<Game::MaterialTextureDef>(baseMaterial->textureCount);
|
||||
std::memcpy(textureTable, baseMaterial->textureTable, sizeof(Game::MaterialTextureDef) * baseMaterial->textureCount);
|
||||
material->textureTable = textureTable;
|
||||
material->textureCount = baseMaterial->textureCount;
|
||||
}
|
||||
|
||||
// Load referenced textures
|
||||
auto textures = infoData["textures"];
|
||||
if (textures.is_array())
|
||||
@ -87,7 +97,7 @@ namespace Assets
|
||||
|
||||
auto map = textureInfo[0];
|
||||
auto image = textureInfo[1];
|
||||
if(!map.is_string() || !image.is_string()) continue;
|
||||
if (!map.is_string() || !image.is_string()) continue;
|
||||
|
||||
Game::MaterialTextureDef textureDef;
|
||||
|
||||
@ -99,29 +109,54 @@ namespace Assets
|
||||
|
||||
textureDef.info.image = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, image.string_value(), builder).image;
|
||||
|
||||
textureList.push_back(textureDef);
|
||||
if (replaceTexture)
|
||||
{
|
||||
bool applied = false;
|
||||
|
||||
for (char i = 0; i < baseMaterial->textureCount; ++i)
|
||||
{
|
||||
if (material->textureTable[i].nameHash == textureDef.nameHash)
|
||||
{
|
||||
applied = true;
|
||||
material->textureTable[i].info.image = textureDef.info.image;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!applied)
|
||||
{
|
||||
Components::Logger::Error(0, "Unable to find texture for map '%s' in %s!", map.string_value().data(), baseMaterial->name);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
textureList.push_back(textureDef);
|
||||
}
|
||||
}
|
||||
|
||||
if (!textureList.empty())
|
||||
if(!replaceTexture)
|
||||
{
|
||||
Game::MaterialTextureDef* textureTable = builder->GetAllocator()->AllocateArray<Game::MaterialTextureDef>(textureList.size());
|
||||
|
||||
if (!textureTable)
|
||||
if (!textureList.empty())
|
||||
{
|
||||
Components::Logger::Error("Failed to allocate texture table!");
|
||||
return;
|
||||
Game::MaterialTextureDef* textureTable = builder->GetAllocator()->AllocateArray<Game::MaterialTextureDef>(textureList.size());
|
||||
|
||||
if (!textureTable)
|
||||
{
|
||||
Components::Logger::Error("Failed to allocate texture table!");
|
||||
return;
|
||||
}
|
||||
|
||||
std::memcpy(textureTable, textureList.data(), sizeof(Game::MaterialTextureDef) * textureList.size());
|
||||
|
||||
material->textureTable = textureTable;
|
||||
}
|
||||
else
|
||||
{
|
||||
material->textureTable = 0;
|
||||
}
|
||||
|
||||
memcpy(textureTable, textureList.data(), sizeof(Game::MaterialTextureDef) * textureList.size());
|
||||
|
||||
material->textureTable = textureTable;
|
||||
material->textureCount = static_cast<char>(textureList.size()) & 0xFF;
|
||||
}
|
||||
else
|
||||
{
|
||||
material->textureTable = 0;
|
||||
}
|
||||
|
||||
material->textureCount = static_cast<char>(textureList.size()) & 0xFF;
|
||||
}
|
||||
|
||||
header->material = material;
|
||||
|
@ -64,6 +64,10 @@ namespace Assets
|
||||
Game::XSurface* surface = &surf->surfaces[i];
|
||||
std::memcpy(surface, baseSurface, sizeof(Game::XSurface));
|
||||
|
||||
surface->streamHandle = reader.Read<unsigned char>();
|
||||
surface->something = reader.Read<int>();
|
||||
surface->something2 = reader.Read<int>();
|
||||
|
||||
surface->numVertices = reader.Read<unsigned short>();
|
||||
surface->numPrimitives = reader.Read<unsigned short>();
|
||||
surface->numCT = reader.Read<int>();
|
||||
@ -103,15 +107,6 @@ namespace Assets
|
||||
for (char i = 0; i < model->numSurfaces; ++i)
|
||||
{
|
||||
model->materials[i] = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MATERIAL, reader.ReadString(), builder).material;
|
||||
|
||||
//if (i < 9)
|
||||
{
|
||||
model->materials[i] = baseModel->materials[0];
|
||||
}
|
||||
// else
|
||||
// {
|
||||
// OutputDebugStringA(model->materials[i]->name);
|
||||
// }
|
||||
}
|
||||
|
||||
// Read collision surfaces
|
||||
@ -207,18 +202,6 @@ namespace Assets
|
||||
|
||||
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);
|
||||
|
||||
// if (!strcmp(asset->name, "viewmodel_m40a3"))
|
||||
// {
|
||||
// for (char i = 0; i < asset->numBones; ++i)
|
||||
// {
|
||||
// OutputDebugStringA(Utils::VA("Bounds[%d][0]: %f - %X\n", i, asset->boneInfo[i].bounds[0], *(DWORD*)&asset->boneInfo[i].bounds[0]));
|
||||
// OutputDebugStringA(Utils::VA("Bounds[%d][1]: %f - %X\n", i, asset->boneInfo[i].bounds[1], *(DWORD*)&asset->boneInfo[i].bounds[1]));
|
||||
// OutputDebugStringA(Utils::VA("Bounds[%d][2]: %f - %X\n\n", i, asset->boneInfo[i].bounds[2], *(DWORD*)&asset->boneInfo[i].bounds[2]));
|
||||
// }
|
||||
//
|
||||
// __debugbreak();
|
||||
// }
|
||||
|
||||
if (asset->name)
|
||||
{
|
||||
buffer->SaveString(builder->GetAssetName(this->GetType(), asset->name));
|
||||
|
@ -1355,7 +1355,9 @@ namespace Game
|
||||
GfxPackedVertex* vertexBuffer; // +28
|
||||
int numCT; // +32
|
||||
XRigidVertList* ct; // +36
|
||||
char pad5[24]; // +40
|
||||
int something;
|
||||
int something2;
|
||||
char pad5[16]; // +40
|
||||
// pad5 matches XModelSurfaces pad
|
||||
// total size, 64
|
||||
};
|
||||
@ -1660,10 +1662,10 @@ namespace Game
|
||||
unsigned short randomDataByteCount; // 10 - 0xA
|
||||
unsigned short randomDataIntCount;// 12 - 0xC
|
||||
unsigned short framecount; // 14 - 0xE
|
||||
char pad1; // 16
|
||||
char bLoop; // 16
|
||||
char boneCount[10]; // 17
|
||||
char notetrackCount; // 27
|
||||
bool bLoop; // 28
|
||||
bool pad1; // 28
|
||||
bool bDelta; // 29
|
||||
char assetType; // 30
|
||||
char pad2; // 31
|
||||
|
Loading…
Reference in New Issue
Block a user