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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-06-06 08:42:35 +00:00

chore: updated default images to look nicer ingame

This commit is contained in:
LJW-Dev
2026-04-27 19:32:21 +08:00
committed by Jan Laupetin
parent ca9afc0283
commit d411855cc2
@@ -710,7 +710,7 @@ namespace BSP
gfxWorld->draw.reflectionProbes[0].probeVolumeCount = 0; gfxWorld->draw.reflectionProbes[0].probeVolumeCount = 0;
gfxWorld->draw.reflectionProbes[0].probeVolumes = nullptr; gfxWorld->draw.reflectionProbes[0].probeVolumes = nullptr;
std::string probeImageName = "$white"; std::string probeImageName = ",$black";
auto probeImageAsset = m_context.LoadDependency<AssetImage>(probeImageName); auto probeImageAsset = m_context.LoadDependency<AssetImage>(probeImageName);
if (probeImageAsset == nullptr) if (probeImageAsset == nullptr)
{ {
@@ -729,7 +729,7 @@ namespace BSP
gfxWorld->draw.lightmapPrimaryTextures = m_memory.Alloc<GfxTexture>(gfxWorld->draw.lightmapCount); gfxWorld->draw.lightmapPrimaryTextures = m_memory.Alloc<GfxTexture>(gfxWorld->draw.lightmapCount);
gfxWorld->draw.lightmapSecondaryTextures = m_memory.Alloc<GfxTexture>(gfxWorld->draw.lightmapCount); gfxWorld->draw.lightmapSecondaryTextures = m_memory.Alloc<GfxTexture>(gfxWorld->draw.lightmapCount);
std::string secondaryTexture = ",$white"; std::string secondaryTexture = ",$gray"; // gray makes shadows a nice looking shade of black
auto secondaryTextureAsset = m_context.LoadDependency<AssetImage>(secondaryTexture); auto secondaryTextureAsset = m_context.LoadDependency<AssetImage>(secondaryTexture);
if (secondaryTextureAsset == nullptr) if (secondaryTextureAsset == nullptr)
{ {
@@ -813,7 +813,7 @@ namespace BSP
gfxWorld->outdoorLookupMatrix[3].z = zScale; gfxWorld->outdoorLookupMatrix[3].z = zScale;
gfxWorld->outdoorLookupMatrix[3].w = 1.0f; gfxWorld->outdoorLookupMatrix[3].w = 1.0f;
std::string outdoorImageName = std::string("$white"); std::string outdoorImageName = std::string(",$black");
auto outdoorImageAsset = m_context.LoadDependency<AssetImage>(outdoorImageName); auto outdoorImageAsset = m_context.LoadDependency<AssetImage>(outdoorImageName);
if (outdoorImageAsset == nullptr) if (outdoorImageAsset == nullptr)
{ {