mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-06-06 08:42:35 +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:
@@ -6,11 +6,11 @@ namespace shader
|
|||||||
{
|
{
|
||||||
std::string GetFileNameForPixelShaderAssetName(const std::string& assetName)
|
std::string GetFileNameForPixelShaderAssetName(const std::string& assetName)
|
||||||
{
|
{
|
||||||
return std::format("shader_bin/ps_{}.cso", assetName);
|
return std::format("techniquesets/shader_bin/ps_{}.cso", assetName);
|
||||||
}
|
}
|
||||||
|
|
||||||
std::string GetFileNameForVertexShaderAssetName(const std::string& assetName)
|
std::string GetFileNameForVertexShaderAssetName(const std::string& assetName)
|
||||||
{
|
{
|
||||||
return std::format("shader_bin/vs_{}.cso", assetName);
|
return std::format("techniquesets/shader_bin/vs_{}.cso", assetName);
|
||||||
}
|
}
|
||||||
} // namespace shader
|
} // namespace shader
|
||||||
|
|||||||
@@ -138,6 +138,14 @@ private:
|
|||||||
|
|
||||||
Material* loadImageIntoMaterial(std::string& imageName)
|
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* material = new Material;
|
||||||
material->info.name = m_memory.Dup(imageName.c_str());
|
material->info.name = m_memory.Dup(imageName.c_str());
|
||||||
|
|
||||||
@@ -1808,7 +1816,7 @@ private:
|
|||||||
|
|
||||||
std::string entityString;
|
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())
|
if (!entFile.IsOpen())
|
||||||
{
|
{
|
||||||
printf("ERROR: can't find entity json!\n");
|
printf("ERROR: can't find entity json!\n");
|
||||||
@@ -1817,7 +1825,7 @@ private:
|
|||||||
json entJs = json::parse(*entFile.m_stream);
|
json entJs = json::parse(*entFile.m_stream);
|
||||||
parseMapEntsJSON(entJs["entities"], entityString);
|
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;
|
json spawnJs;
|
||||||
if (!spawnFile.IsOpen())
|
if (!spawnFile.IsOpen())
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
#include "LoaderTechniqueSetT6.h"
|
#include "LoaderTechniqueSetT6.h"
|
||||||
|
|
||||||
#include "Game/T6/T6.h"
|
#include "Game/T6/T6.h"
|
||||||
|
#include "Shader/ShaderCommon.h"
|
||||||
|
|
||||||
#include <cstring>
|
#include <cstring>
|
||||||
#include <format>
|
#include <format>
|
||||||
@@ -129,7 +130,7 @@ namespace
|
|||||||
currPass->pixelShader->name = _strdup(pixelName.c_str());
|
currPass->pixelShader->name = _strdup(pixelName.c_str());
|
||||||
currPass->pixelShader->prog.ps = NULL;
|
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);
|
const auto psFile = m_search_path.Open(psFileName);
|
||||||
if (!psFile.IsOpen())
|
if (!psFile.IsOpen())
|
||||||
{
|
{
|
||||||
@@ -153,7 +154,7 @@ namespace
|
|||||||
currPass->vertexShader->name = _strdup(vertexName.c_str());
|
currPass->vertexShader->name = _strdup(vertexName.c_str());
|
||||||
currPass->vertexShader->prog.vs = NULL;
|
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);
|
const auto vsFile = m_search_path.Open(vsFileName);
|
||||||
if (!vsFile.IsOpen())
|
if (!vsFile.IsOpen())
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,6 +1,5 @@
|
|||||||
#include "ObjWriterT6.h"
|
#include "ObjWriterT6.h"
|
||||||
|
|
||||||
#include "AssetDumpers/AssetDumperTechniqueSet.h"
|
|
||||||
#include "FontIcon/FontIconDumperT6.h"
|
#include "FontIcon/FontIconDumperT6.h"
|
||||||
#include "Game/T6/Material/MaterialJsonDumperT6.h"
|
#include "Game/T6/Material/MaterialJsonDumperT6.h"
|
||||||
#include "Game/T6/Techset/TechsetDumperT6.h"
|
#include "Game/T6/Techset/TechsetDumperT6.h"
|
||||||
@@ -18,6 +17,7 @@
|
|||||||
#include "Sound/SndBankDumperT6.h"
|
#include "Sound/SndBankDumperT6.h"
|
||||||
#include "Sound/SndDriverGlobalsDumperT6.h"
|
#include "Sound/SndDriverGlobalsDumperT6.h"
|
||||||
#include "StringTable/StringTableDumperT6.h"
|
#include "StringTable/StringTableDumperT6.h"
|
||||||
|
#include "Techset/AssetDumperTechniqueSet.h"
|
||||||
#include "Tracer/TracerDumperT6.h"
|
#include "Tracer/TracerDumperT6.h"
|
||||||
#include "Vehicle/VehicleDumperT6.h"
|
#include "Vehicle/VehicleDumperT6.h"
|
||||||
#include "Weapon/AttachmentDumperT6.h"
|
#include "Weapon/AttachmentDumperT6.h"
|
||||||
|
|||||||
Reference in New Issue
Block a user