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Check not only texture semantic but also name start and end to ensure to pick colormap for exporting models
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@ -41,7 +41,8 @@ void AssetDumperXModel::AddObjMaterials(ObjWriter& writer, DistinctMapper<Materi
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switch (texture.semantic)
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switch (texture.semantic)
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{
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{
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case TS_COLOR_MAP:
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case TS_COLOR_MAP:
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colorMap = texture.u.image;
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if (texture.nameStart == 'c' && texture.nameEnd == 'p')
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colorMap = texture.u.image;
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break;
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break;
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// Disabled due to looking weird in Blender
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// Disabled due to looking weird in Blender
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@ -92,11 +93,9 @@ void AssetDumperXModel::AddObjVertices(ObjWriter& writer, const XModelSurfs* mod
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const auto& v = surface.verts0[vertexIndex];
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const auto& v = surface.verts0[vertexIndex];
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vec2_t uv;
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vec2_t uv;
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vec3_t normalVec;
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vec3_t normalVec;
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vec4_t color;
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Common::Vec2UnpackTexCoords(v.texCoord, &uv);
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Common::Vec2UnpackTexCoords(v.texCoord, &uv);
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Common::Vec3UnpackUnitVec(v.normal, &normalVec);
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Common::Vec3UnpackUnitVec(v.normal, &normalVec);
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Common::Vec4UnpackGfxColor(v.color, &color);
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ObjVertex objVertex{};
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ObjVertex objVertex{};
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ObjNormal objNormal{};
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ObjNormal objNormal{};
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@ -254,7 +253,7 @@ void AssetDumperXModel::AddXModelMaterials(AbstractXModelWriter& writer, Distinc
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for (auto textureIndex = 0; textureIndex < material->textureCount; textureIndex++)
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for (auto textureIndex = 0; textureIndex < material->textureCount; textureIndex++)
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{
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{
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const auto* textureTableEntry = &material->textureTable[textureIndex];
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const auto* textureTableEntry = &material->textureTable[textureIndex];
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if (textureTableEntry->semantic == TS_COLOR_MAP && textureTableEntry->u.image)
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if (textureTableEntry->semantic == TS_COLOR_MAP && textureTableEntry->nameStart == 'c' && textureTableEntry->nameEnd == 'p' && textureTableEntry->u.image)
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{
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{
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xMaterial.colorMapName = textureTableEntry->u.image->name;
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xMaterial.colorMapName = textureTableEntry->u.image->name;
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break;
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break;
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