Root bone name adjustments and adjust csv settings

This commit is contained in:
KillzXGaming 2019-07-05 17:56:09 -04:00
parent eab5c3ee55
commit f6a21ee01f
6 changed files with 34 additions and 7 deletions

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@ -109,6 +109,7 @@ namespace FirstPlugin
public byte[] DecompressBlock()
{
byte[] data = GetBlock();
return data;
Console.WriteLine("DATA " + data.Length);
var reader = new FileReader(data);
@ -125,7 +126,7 @@ namespace FirstPlugin
var comp = new STLibraryCompression.MTA_CUSTOM();
return comp.Decompress(data, decompSize);
}
else if (compType == 0x30)
else if (compType == 0x20)
{
uint decompSize = reader.ReadUInt32();
uint compSize = (uint)reader.BaseStream.Length - 14;
@ -136,6 +137,17 @@ namespace FirstPlugin
data = STLibraryCompression.ZLIB.Decompress(filedata);
}
else if (compType == 0x30)
{
uint decompSize = reader.ReadUInt32();
uint compSize = (uint)reader.BaseStream.Length - 14;
byte[] filedata = reader.getSection(14, (int)compSize);
reader.Close();
reader.Dispose();
data = STLibraryCompression.GZIP.Decompress(filedata);
}
return data;
}

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@ -599,6 +599,9 @@ namespace Bfres.Structs
//Function addes shapes, vertices and meshes
public void AddOjects(string FileName, ResFile resFileNX, ResU.ResFile resFileU, bool Replace = true)
{
//If using original attributes, this to look them up
Dictionary<string, List<FSHP.VertexAttribute>> AttributeMatcher = new Dictionary<string, List<FSHP.VertexAttribute>>();
bool IsWiiU = (resFileU != null);
int MatStartIndex = materials.Count;
@ -704,6 +707,17 @@ namespace Bfres.Structs
//Match the skin count setting if names match
//Only one match should be found as shapes can't have duped names
csvModel.objects[i].VertexSkinCount = ((FSHP)Matches[0]).VertexSkinCount;
if (csvsettings.MapOriginalMaterials)
csvModel.objects[i].MaterialIndex = ((FSHP)Matches[0]).MaterialIndex;
if (csvsettings.LimitSkinCount)
csvModel.objects[i].VertexSkinCount = ((FSHP)Matches[0]).VertexSkinCount;
if (csvsettings.UseOriginalAttributes)
{
AttributeMatcher.Add(csvModel.objects[i].ObjectName, Matches[0].vertexAttributes);
}
}
else
{
@ -747,7 +761,12 @@ namespace Bfres.Structs
shape.VertexBufferIndex = shapes.Count;
shape.vertices = obj.vertices;
shape.MaterialIndex = 0;
if (AttributeMatcher.ContainsKey(obj.ObjectName))
shape.vertexAttributes = csvsettings.CreateNewAttributes(AttributeMatcher[obj.ObjectName]);
else
shape.vertexAttributes = csvsettings.CreateNewAttributes();
shape.BoneIndex = 0;
shape.Text = obj.ObjectName;
shape.lodMeshes = obj.lodMeshes;
@ -852,9 +871,6 @@ namespace Bfres.Structs
settings.UpdateTexturePlaceholderSetting(HasTextures);
}
//If using original attributes, this to look them up
Dictionary<string, List<FSHP.VertexAttribute>> AttributeMatcher = new Dictionary<string, List<FSHP.VertexAttribute>>();
settings.SetModelAttributes(ImportedObjects[0]);
if (settings.ShowDialog() == DialogResult.OK)
{

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@ -434,8 +434,7 @@ namespace Switch_Toolbox.Library
bool IsBone = boneNames.Contains(Name) && !boneNames.Contains(ParentArmatureName) ||
Name.Contains("Skl_Root") || Name.Contains("nw4f_root") ||
Name.Contains("skl_root") || Name.Contains("_root") ||
Name.Contains("skeleton_root");
Name.Contains("skl_root") || Name.Contains("_root");
short SmoothIndex = 0;
short RigidIndex = -1;