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https://github.com/Laupetin/OpenAssetTools.git
synced 2026-06-26 10:58:04 +00:00
feat: T4 XModel dumper (#852)
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@@ -130,7 +130,7 @@ The following section specify which assets are supported to be dumped to disk (u
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| PhysConstraints | ❌ | ❌ | |
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| DestructibleDef | ❌ | ❌ | |
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| XAnimParts | ❌ | ❌ | |
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| XModel | ❌ | ❌ | |
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| XModel | ✅ | ❌ | Model data can be exported to `XMODEL_EXPORT/XMODEL_BIN`, `OBJ`, `GLB/GLTF`. |
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| Material | ❌ | ❌ | |
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| MaterialTechniqueSet | ❌ | ❌ | |
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| GfxImage | ✅ | ❌ | A few special image encodings are not yet supported. |
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@@ -1,4 +1,4 @@
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#options GAME (IW3, IW4, IW5, T5, T6)
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#options GAME (IW3, IW4, IW5, T4, T5, T6)
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#filename "Game/" + GAME + "/XModel/JsonXModel" + GAME + ".h"
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@@ -10,6 +10,8 @@
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#define FEATURE_IW4
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#elif GAME == "IW5"
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#define FEATURE_IW5
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#elif GAME == "T4"
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#define FEATURE_T4
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#elif GAME == "T5"
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#define FEATURE_T5
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#elif GAME == "T6"
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@@ -61,7 +63,7 @@ namespace GAME
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std::optional<std::string> physPreset;
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#if defined(FEATURE_IW4) || defined(FEATURE_IW5)
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std::optional<std::string> physCollmap;
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#elif defined(FEATURE_T5) || defined(FEATURE_T6)
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#elif defined(FEATURE_T4) || defined(FEATURE_T5) || defined(FEATURE_T6)
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std::optional<std::string> physConstraints;
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#endif
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#if defined(FEATURE_T6)
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@@ -80,7 +82,7 @@ namespace GAME
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physPreset,
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#if defined(FEATURE_IW4) || defined(FEATURE_IW5)
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physCollmap,
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#elif defined(FEATURE_T5) || defined(FEATURE_T6)
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#elif defined(FEATURE_T4) || defined(FEATURE_T5) || defined(FEATURE_T6)
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physConstraints,
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#endif
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#if defined(FEATURE_T6)
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@@ -1,6 +1,7 @@
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#include "ObjWriterT4.h"
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#include "Game/T4/Image/ImageDumperT4.h"
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#include "Game/T4/XModel/XModelDumperT4.h"
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#include "Localize/LocalizeDumperT4.h"
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#include "RawFile/RawFileDumperT4.h"
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#include "StringTable/StringTableDumperT4.h"
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@@ -9,6 +10,7 @@ using namespace T4;
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void ObjWriter::RegisterAssetDumpers(AssetDumpingContext& context)
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{
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RegisterAssetDumper(std::make_unique<xmodel::DumperT4>());
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RegisterAssetDumper(std::make_unique<image::DumperT4>());
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RegisterAssetDumper(std::make_unique<localize::DumperT4>());
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RegisterAssetDumper(std::make_unique<raw_file::DumperT4>());
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@@ -1,4 +1,4 @@
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#options GAME (IW3, IW4, IW5, T5, T6)
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#options GAME (IW3, IW4, IW5, T4, T5, T6)
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#filename "Game/" + GAME + "/XModel/XModelDumper" + GAME + ".cpp"
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@@ -16,6 +16,9 @@
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#elif GAME == "IW5"
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#define FEATURE_IW5
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#define GAME_LOWER "iw5"
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#elif GAME == "T4"
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#define FEATURE_T4
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#define GAME_LOWER "t4"
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#elif GAME == "T5"
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#define FEATURE_T5
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#define GAME_LOWER "t5"
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@@ -331,7 +334,7 @@ namespace
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return false;
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const auto& vertList = surface.vertList[0];
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#ifdef FEATURE_IW3
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#if defined(FEATURE_IW3) || defined(FEATURE_T4)
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// IW3 has some models that are missing 1 (a single) tri in its first lod.
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// It is not contained in any vert list or blend
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// I think this is a bug (?), so omit anyway.
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@@ -395,7 +398,7 @@ namespace
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jXModel.physCollmap = AssetName(model.physCollmap->name);
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#endif
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#if defined(FEATURE_T5) || defined(FEATURE_T6)
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#if defined(FEATURE_T4) || defined(FEATURE_T5) || defined(FEATURE_T6)
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if (model.physConstraints && model.physConstraints->name)
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jXModel.physConstraints = AssetName(model.physConstraints->name);
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#endif
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@@ -1,4 +1,4 @@
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#options GAME (IW3, IW4, IW5, T5, T6)
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#options GAME (IW3, IW4, IW5, T4, T5, T6)
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#filename "Game/" + GAME + "/XModel/XModelDumper" + GAME + ".h"
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@@ -3,6 +3,7 @@
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#include "Game/IW3/XModel/XModelToCommonConverterIW3.h"
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#include "Game/IW4/XModel/XModelToCommonConverterIW4.h"
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#include "Game/IW5/XModel/XModelToCommonConverterIW5.h"
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#include "Game/T4/XModel/XModelToCommonConverterT4.h"
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#include "Game/T5/XModel/XModelToCommonConverterT5.h"
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#include "Game/T6/XModel/XModelToCommonConverterT6.h"
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@@ -16,7 +17,7 @@ namespace xmodel
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new ToCommonConverterIW3(),
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new ToCommonConverterIW4(),
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new ToCommonConverterIW5(),
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nullptr,
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new ToCommonConverterT4(),
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new ToCommonConverterT5(),
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new ToCommonConverterT6(),
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};
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@@ -1,4 +1,4 @@
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#options GAME (IW3, IW4, IW5, T5, T6)
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#options GAME (IW3, IW4, IW5, T4, T5, T6)
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#filename "Game/" + GAME + "/XModel/XModelToCommonConverter" + GAME + ".cpp"
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@@ -11,6 +11,8 @@
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#define FEATURE_IW4
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#elif GAME == "IW5"
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#define FEATURE_IW5
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#elif GAME == "T4"
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#define FEATURE_T4
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#elif GAME == "T5"
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#define FEATURE_T5
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#elif GAME == "T6"
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@@ -54,7 +56,7 @@ namespace
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{
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MaterialTextureDef* def = &material->textureTable[textureIndex];
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#if defined(FEATURE_IW3) || defined(FEATURE_IW4) || defined(FEATURE_IW5)
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#if defined(FEATURE_IW3) || defined(FEATURE_IW4) || defined(FEATURE_IW5) || defined(FEATURE_T4)
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if (def->semantic == TS_COLOR_MAP)
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potentialTextureDefs.push_back(def);
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#else
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@@ -178,7 +180,7 @@ namespace
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return false;
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const auto& vertList = surface.vertList[0];
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#ifdef FEATURE_IW3
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#if defined(FEATURE_IW3) || defined(FEATURE_T4)
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// IW3 has some models that are missing 1 (a single) tri in its first lod.
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// It is not contained in any vert list or blend
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// I think this is a bug (?), so omit anyway.
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@@ -403,7 +405,7 @@ namespace
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if (surface.vertList)
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{
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#if defined(FEATURE_IW3) || defined(FEATURE_IW4)
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#if defined(FEATURE_IW3) || defined(FEATURE_IW4) || defined(FEATURE_T4)
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assert(!surface.deformed);
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#else
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assert((surface.flags & XSURFACE_FLAG_DEFORMED) == 0);
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@@ -428,7 +430,7 @@ namespace
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auto vertsBlendOffset = 0u;
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if (surface.vertInfo.vertsBlend)
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{
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#if defined(FEATURE_IW3) || defined(FEATURE_IW4)
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#if defined(FEATURE_IW3) || defined(FEATURE_IW4) || defined(FEATURE_T4)
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assert(surface.deformed);
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#else
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assert((surface.flags & XSURFACE_FLAG_DEFORMED) > 0);
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@@ -530,14 +532,24 @@ namespace
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auto& object = out.m_objects[surfIndex];
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object.m_faces.reserve(surface.triCount);
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#ifdef FEATURE_T4
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// T4 tri indices are local to the surface, while baseVertIndex does not match
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// the flattened common vertex buffer we build here.
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auto surfaceVertexOffset = 0u;
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for (auto previousSurfIndex = 0u; previousSurfIndex < surfIndex; previousSurfIndex++)
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surfaceVertexOffset += surfs[previousSurfIndex].vertCount;
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#else
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const auto surfaceVertexOffset = surface.baseVertIndex;
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#endif
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for (auto triIndex = 0u; triIndex < surface.triCount; triIndex++)
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{
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const auto& tri = surface.triIndices[triIndex];
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XModelFace face{};
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face.vertexIndex[0] = tri.i[0] + surface.baseVertIndex;
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face.vertexIndex[1] = tri.i[1] + surface.baseVertIndex;
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face.vertexIndex[2] = tri.i[2] + surface.baseVertIndex;
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face.vertexIndex[0] = tri.i[0] + surfaceVertexOffset;
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face.vertexIndex[1] = tri.i[1] + surfaceVertexOffset;
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face.vertexIndex[2] = tri.i[2] + surfaceVertexOffset;
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object.m_faces.emplace_back(face);
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}
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}
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@@ -1,4 +1,4 @@
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#options GAME (IW3, IW4, IW5, T5, T6)
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#options GAME (IW3, IW4, IW5, T4, T5, T6)
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#filename "Game/" + GAME + "/XModel/XModelToCommonConverter" + GAME + ".h"
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