Corrected wc_unlit matching and a few others
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242a6a71f2
commit
cd2d5f616e
@ -36,12 +36,13 @@ namespace Assets
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{"effect_zfeather", "effect_zfeather_blend"},
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{"effect_zfeather", "effect_zfeather_blend"},
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{"wc_unlit_add", "wc_unlit_add_lin"},
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{"wc_unlit_add", "wc_unlit_add_lin"},
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{"wc_unlit_distfalloff", "wc_unlit_distfalloff_replace"},
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{"wc_unlit_multiply", "wc_unlit_multiply_lin"},
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{"wc_unlit_multiply", "wc_unlit_multiply_lin"},
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{"wc_unlit_falloff_add", "wc_unlit_falloff_add_lin_ua"},
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{"wc_unlit_falloff_add", "wc_unlit_falloff_add_lin_ua"},
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{"wc_unlit", "wc_unlit_add_lin"},
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{"wc_unlit", "wc_unlit_replace_lin"},
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{"wc_unlit_alphatest", "wc_unlit_blend_lin_ua"},
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{"wc_unlit_alphatest", "wc_unlit_blend_lin"},
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{"wc_unlit_multiply_lin", "wc_unlit_multiply_lin"},
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{"wc_unlit_multiply_lin", "wc_unlit_multiply_lin"},
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{"wc_unlit_blend", "wc_unlit_blend_lin"},
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{"wc_unlit_blend", "wc_unlit_blend_lin_ua"},
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{"wc_unlit_replace", "wc_unlit_replace_lin"},
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{"wc_unlit_replace", "wc_unlit_replace_lin"},
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{"mc_unlit_replace", "mc_unlit_replace_lin"},
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{"mc_unlit_replace", "mc_unlit_replace_lin"},
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@ -83,38 +84,42 @@ namespace Assets
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if (asset->techniqueSet)
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if (asset->techniqueSet)
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{
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{
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std::string techset = reader.readString();
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std::string techsetName = reader.readString();
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if (!techset.empty() && techset.front() == ',') techset.erase(techset.begin());
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if (!techsetName.empty() && techsetName.front() == ',') techsetName.erase(techsetName.begin());
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asset->techniqueSet = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, techset.data(), builder).techniqueSet;
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asset->techniqueSet = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, techsetName.data(), builder).techniqueSet;
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if (!asset->techniqueSet)
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if (!asset->techniqueSet)
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{
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{
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// Workaround for effect techsets having _nofog suffix
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// Workaround for effect techsets having _nofog suffix
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std::string suffix;
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std::string suffix;
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if (Utils::String::StartsWith(techset, "effect_") && Utils::String::EndsWith(techset, "_nofog"))
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if (Utils::String::StartsWith(techsetName, "effect_") && Utils::String::EndsWith(techsetName, "_nofog"))
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{
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{
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suffix = "_nofog";
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suffix = "_nofog";
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Utils::String::Replace(techset, suffix, "");
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Utils::String::Replace(techsetName, suffix, "");
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}
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}
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for (int i = 0; i < ARRAYSIZE(techsetSuffix); ++i)
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for (int i = 0; i < ARRAYSIZE(techsetSuffix); ++i)
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{
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{
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Game::MaterialTechniqueSet* techsetPtr = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, (techset + techsetSuffix[i] + suffix).data(), builder).techniqueSet;
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Game::MaterialTechniqueSet* techsetPtr = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, (techsetName + techsetSuffix[i] + suffix).data(), builder).techniqueSet;
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if (techsetPtr)
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if (techsetPtr)
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{
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{
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asset->techniqueSet = techsetPtr;
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asset->techniqueSet = techsetPtr;
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if (asset->techniqueSet->name[0] == ',') continue; // Try to find a better one
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if (asset->techniqueSet->name[0] == ',') continue; // Try to find a better one
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Components::Logger::Print("Techset '%s' has been mapped to '%s'\n", techset.data(), asset->techniqueSet->name);
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Components::Logger::Print("Techset '%s' has been mapped to '%s'\n", techsetName.data(), asset->techniqueSet->name);
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break;
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break;
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}
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}
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}
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}
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}
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}
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else {
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Components::Logger::Print("Techset %s exists with the same name in iw4, and was mapped 1:1 with %s\n", techsetName.data(), asset->techniqueSet->name);
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}
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if (!asset->techniqueSet)
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if (!asset->techniqueSet)
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{
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{
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Components::Logger::Error("Missing techset: '%s' not found", techset.data());
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Components::Logger::Error("Missing techset: '%s' not found", techsetName.data());
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}
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}
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}
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}
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}
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@ -254,7 +259,7 @@ namespace Assets
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if (header.material->techniqueSet == iw4TechSet->asset.header.techniqueSet)
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if (header.material->techniqueSet == iw4TechSet->asset.header.techniqueSet)
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{
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{
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Components::Logger::Print("Material %s with techset %s has been mapped to %s (last chance!)\n", asset->info.name, asset->techniqueSet->name, header.material->techniqueSet->name);
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Components::Logger::Print("Material %s with techset %s has been mapped to %s (last chance!), taking the sort key of material %s\n", asset->info.name, asset->techniqueSet->name, header.material->techniqueSet->name, header.material->info.name);
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asset->info.sortKey = header.material->info.sortKey;
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asset->info.sortKey = header.material->info.sortKey;
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asset->techniqueSet = iw4TechSet->asset.header.techniqueSet;
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asset->techniqueSet = iw4TechSet->asset.header.techniqueSet;
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