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https://github.com/Laupetin/OpenAssetTools.git
synced 2025-11-24 05:32:06 +00:00
FIxed techset dumping and loading to be the same, as well as added a missing image check to the BSP compiler to reduce the output prints when an image is missing.
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@@ -138,6 +138,14 @@ private:
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Material* loadImageIntoMaterial(std::string& imageName)
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{
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std::string imagePath = std::format("images/{}.iwi", imageName);
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auto imageFile = m_search_path.Open(imagePath);
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if (!imageFile.IsOpen())
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{
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printf("WARN: failed to find image %s.\n", imageName.c_str());
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return NULL;
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}
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Material* material = new Material;
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material->info.name = m_memory.Dup(imageName.c_str());
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@@ -1808,7 +1816,7 @@ private:
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std::string entityString;
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const auto entFile = m_search_path.Open("entities.json");
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const auto entFile = m_search_path.Open("custom_map/entities.json");
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if (!entFile.IsOpen())
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{
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printf("ERROR: can't find entity json!\n");
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@@ -1817,7 +1825,7 @@ private:
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json entJs = json::parse(*entFile.m_stream);
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parseMapEntsJSON(entJs["entities"], entityString);
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const auto spawnFile = m_search_path.Open("spawns.json");
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const auto spawnFile = m_search_path.Open("custom_map/spawns.json");
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json spawnJs;
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if (!spawnFile.IsOpen())
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{
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@@ -1,5 +1,6 @@
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#include "Game/T6/T6.h"
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#include "LoaderTechniqueSetT6.h"
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#include "Shader/ShaderCommon.h"
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#include <cstring>
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#include <format>
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@@ -128,7 +129,7 @@ namespace
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currPass->pixelShader->name = _strdup(pixelName.c_str());
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currPass->pixelShader->prog.ps = NULL;
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const auto psFileName = std::format("techniquesets/shader_bin/ps_{}", pixelName);
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const auto psFileName = shader::GetFileNameForPixelShaderAssetName(pixelName);
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const auto psFile = m_search_path.Open(psFileName);
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if (!psFile.IsOpen())
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{
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@@ -152,7 +153,7 @@ namespace
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currPass->vertexShader->name = _strdup(vertexName.c_str());
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currPass->vertexShader->prog.vs = NULL;
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const auto vsFileName = std::format("techniquesets/shader_bin/vs_{}", vertexName);
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const auto vsFileName = shader::GetFileNameForVertexShaderAssetName(vertexName);
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const auto vsFile = m_search_path.Open(vsFileName);
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if (!vsFile.IsOpen())
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{
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