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mirror of 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.

This commit is contained in:
LJW-Dev
2025-10-11 18:42:09 +08:00
parent 3a5d9e77f1
commit 2906a9cf92
4 changed files with 116 additions and 15 deletions

View File

@@ -138,6 +138,14 @@ private:
Material* loadImageIntoMaterial(std::string& imageName)
{
std::string imagePath = std::format("images/{}.iwi", imageName);
auto imageFile = m_search_path.Open(imagePath);
if (!imageFile.IsOpen())
{
printf("WARN: failed to find image %s.\n", imageName.c_str());
return NULL;
}
Material* material = new Material;
material->info.name = m_memory.Dup(imageName.c_str());
@@ -1808,7 +1816,7 @@ private:
std::string entityString;
const auto entFile = m_search_path.Open("entities.json");
const auto entFile = m_search_path.Open("custom_map/entities.json");
if (!entFile.IsOpen())
{
printf("ERROR: can't find entity json!\n");
@@ -1817,7 +1825,7 @@ private:
json entJs = json::parse(*entFile.m_stream);
parseMapEntsJSON(entJs["entities"], entityString);
const auto spawnFile = m_search_path.Open("spawns.json");
const auto spawnFile = m_search_path.Open("custom_map/spawns.json");
json spawnJs;
if (!spawnFile.IsOpen())
{

View File

@@ -1,5 +1,6 @@
#include "Game/T6/T6.h"
#include "LoaderTechniqueSetT6.h"
#include "Shader/ShaderCommon.h"
#include <cstring>
#include <format>
@@ -128,7 +129,7 @@ namespace
currPass->pixelShader->name = _strdup(pixelName.c_str());
currPass->pixelShader->prog.ps = NULL;
const auto psFileName = std::format("techniquesets/shader_bin/ps_{}", pixelName);
const auto psFileName = shader::GetFileNameForPixelShaderAssetName(pixelName);
const auto psFile = m_search_path.Open(psFileName);
if (!psFile.IsOpen())
{
@@ -152,7 +153,7 @@ namespace
currPass->vertexShader->name = _strdup(vertexName.c_str());
currPass->vertexShader->prog.vs = NULL;
const auto vsFileName = std::format("techniquesets/shader_bin/vs_{}", vertexName);
const auto vsFileName = shader::GetFileNameForVertexShaderAssetName(vertexName);
const auto vsFile = m_search_path.Open(vsFileName);
if (!vsFile.IsOpen())
{