Corrected wc_unlit matching and a few others

This commit is contained in:
rackover 2021-05-12 14:35:32 +02:00
parent 242a6a71f2
commit cd2d5f616e

View File

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