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https://github.com/Laupetin/OpenAssetTools.git
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chore: updated default images to look nicer ingame
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@@ -710,7 +710,7 @@ namespace BSP
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gfxWorld->draw.reflectionProbes[0].probeVolumeCount = 0;
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gfxWorld->draw.reflectionProbes[0].probeVolumeCount = 0;
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gfxWorld->draw.reflectionProbes[0].probeVolumes = nullptr;
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gfxWorld->draw.reflectionProbes[0].probeVolumes = nullptr;
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std::string probeImageName = "$white";
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std::string probeImageName = ",$black";
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auto probeImageAsset = m_context.LoadDependency<AssetImage>(probeImageName);
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auto probeImageAsset = m_context.LoadDependency<AssetImage>(probeImageName);
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if (probeImageAsset == nullptr)
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if (probeImageAsset == nullptr)
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{
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{
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@@ -729,7 +729,7 @@ namespace BSP
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gfxWorld->draw.lightmapPrimaryTextures = m_memory.Alloc<GfxTexture>(gfxWorld->draw.lightmapCount);
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gfxWorld->draw.lightmapPrimaryTextures = m_memory.Alloc<GfxTexture>(gfxWorld->draw.lightmapCount);
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gfxWorld->draw.lightmapSecondaryTextures = m_memory.Alloc<GfxTexture>(gfxWorld->draw.lightmapCount);
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gfxWorld->draw.lightmapSecondaryTextures = m_memory.Alloc<GfxTexture>(gfxWorld->draw.lightmapCount);
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std::string secondaryTexture = ",$white";
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std::string secondaryTexture = ",$gray"; // gray makes shadows a nice looking shade of black
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auto secondaryTextureAsset = m_context.LoadDependency<AssetImage>(secondaryTexture);
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auto secondaryTextureAsset = m_context.LoadDependency<AssetImage>(secondaryTexture);
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if (secondaryTextureAsset == nullptr)
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if (secondaryTextureAsset == nullptr)
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{
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{
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@@ -813,7 +813,7 @@ namespace BSP
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gfxWorld->outdoorLookupMatrix[3].z = zScale;
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gfxWorld->outdoorLookupMatrix[3].z = zScale;
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gfxWorld->outdoorLookupMatrix[3].w = 1.0f;
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gfxWorld->outdoorLookupMatrix[3].w = 1.0f;
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std::string outdoorImageName = std::string("$white");
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std::string outdoorImageName = std::string(",$black");
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auto outdoorImageAsset = m_context.LoadDependency<AssetImage>(outdoorImageName);
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auto outdoorImageAsset = m_context.LoadDependency<AssetImage>(outdoorImageName);
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if (outdoorImageAsset == nullptr)
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if (outdoorImageAsset == nullptr)
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{
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{
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