started work on LCS dffs
This commit is contained in:
@ -21,6 +21,9 @@ main(int argc, char *argv[])
|
||||
rw::platform = PLATFORM_D3D8;
|
||||
// rw::version = 0x30200;
|
||||
|
||||
int lcs = 1;
|
||||
matFXGlobals.hack = lcs;
|
||||
|
||||
gta::attachPlugins();
|
||||
|
||||
rw::Clump *c;
|
||||
@ -62,10 +65,16 @@ main(int argc, char *argv[])
|
||||
readChunkHeaderInfo(&in, &header);
|
||||
}
|
||||
assert(header.type == ID_CLUMP);
|
||||
c = Clump::streamRead(&in);
|
||||
if(lcs)
|
||||
c = clumpStreamReadRsl(&in);
|
||||
else
|
||||
c = Clump::streamRead(&in);
|
||||
assert(c != NULL);
|
||||
}
|
||||
|
||||
if(lcs)
|
||||
for(int32 i = 0; i < c->numAtomics; i++)
|
||||
convertRslGeometry(c->atomicList[i]->geometry);
|
||||
|
||||
// rw::Image::setSearchPath("./;/home/aap/gamedata/ps2/gtavc/MODELS/gta3_archive/txd_extracted/");
|
||||
|
||||
@ -76,14 +85,6 @@ main(int argc, char *argv[])
|
||||
rw::writeTGA(tga, "out.tga");
|
||||
*/
|
||||
|
||||
for(int32 i = 0; i < c->numAtomics; i++){
|
||||
Geometry *g = c->atomicList[i]->geometry;
|
||||
for(int32 j = 0; j < g->numMaterials; j++)
|
||||
if(g->materialList[j]->texture)
|
||||
g->materialList[j]->texture->filterAddressing =
|
||||
(g->materialList[j]->texture->filterAddressing&~0xF) | 2;
|
||||
}
|
||||
|
||||
// for(rw::int32 i = 0; i < c->numAtomics; i++)
|
||||
// rw::Gl::Instance(c->atomicList[i]);
|
||||
|
||||
@ -106,7 +107,10 @@ main(int argc, char *argv[])
|
||||
out.open(argv[2], "wb");
|
||||
else
|
||||
out.open("out.dff", "wb");
|
||||
c->streamWrite(&out);
|
||||
if(lcs)
|
||||
clumpStreamWriteRsl(&out, c);
|
||||
else
|
||||
c->streamWrite(&out);
|
||||
out.close();
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user