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authorTreeki <treeki@gmail.com>2011-03-26 05:14:59 +0100
committerTreeki <treeki@gmail.com>2011-03-26 05:14:59 +0100
commitcff0bbcdf339ec99b9a1311605fb16f6378b3fb4 (patch)
treee921928236eef23869ddf4d27faa01f14e457594 /NW4RTools/ObjImporter.cs
parente00b60edda34f50baaa0a21cf2bae4fcad1609a4 (diff)
downloadnw4rtools-cff0bbcdf339ec99b9a1311605fb16f6378b3fb4.tar.gz
nw4rtools-cff0bbcdf339ec99b9a1311605fb16f6378b3fb4.zip
the Wii killing bug is hopefully gone for good! also, a few other improvements
Diffstat (limited to '')
-rwxr-xr-xNW4RTools/ObjImporter.cs39
1 files changed, 25 insertions, 14 deletions
diff --git a/NW4RTools/ObjImporter.cs b/NW4RTools/ObjImporter.cs
index f00d0f6..93666b1 100755
--- a/NW4RTools/ObjImporter.cs
+++ b/NW4RTools/ObjImporter.cs
@@ -103,28 +103,32 @@ namespace NW4RTools {
// At the end of the .obj parsing, all the shapes will be converted and written.
- if (Lightmap != LightmapType.None && !texGroup.ContainsKey(LightmapName1)) {
- var lm01 = new Texture();
- var lm02 = new Texture();
+ if (Lightmap != LightmapType.None) {
+ if (!texGroup.ContainsKey(LightmapName1)) {
+ var lm01 = new Texture();
- lm01.Images = new System.Drawing.Bitmap[1];
- lm01.Images[0] = new System.Drawing.Bitmap(Path.Combine(BasePath, string.Format("images/{0}.png", LightmapName1)));
+ lm01.Images = new System.Drawing.Bitmap[1];
+ lm01.Images[0] = new System.Drawing.Bitmap(Path.Combine(BasePath, string.Format("images/{0}.png", LightmapName1)));
- lm01.Format = TextureFormat.I8;
+ lm01.Format = TextureFormat.I8;
+ texGroup.Add(LightmapName1, lm01);
+ }
- lm02.Images = new System.Drawing.Bitmap[1];
- lm02.Images[0] = new System.Drawing.Bitmap(Path.Combine(BasePath, string.Format("images/{0}.png", LightmapName2)));
+ if (!texGroup.ContainsKey(LightmapName2)) {
+ var lm02 = new Texture();
- lm02.Format = TextureFormat.I8;
+ lm02.Images = new System.Drawing.Bitmap[1];
+ lm02.Images[0] = new System.Drawing.Bitmap(Path.Combine(BasePath, string.Format("images/{0}.png", LightmapName2)));
- texGroup.Add(LightmapName1, lm01);
- texGroup.Add(LightmapName2, lm02);
+ lm02.Format = TextureFormat.I8;
+ texGroup.Add(LightmapName2, lm02);
+ }
}
CurrentModel = new Model();
- modelGroup.Add(modelName, CurrentModel);
+ modelGroup[modelName] = CurrentModel;
// Before we start reading the OBJ file, prepare the model
CurrentModel.ScaleMode = Model.ScaleModeType.Standard;
@@ -780,10 +784,17 @@ namespace NW4RTools {
// I might need to create XFMEM_VTXSPECS...
// test_lift uses 0x14. According to Dolphin's src, this means:
// numcolors = 0, numnormals = 1 (just normal), numtextures = 1. Makes sense.
- // If lightmaps, then use: numcolors = 1, numnormals = 1, numtextures = 3
+ // If lightmaps, then use: numcolors = 1, numnormals = 1, numtextures = 1
+
+ // NOTE: Dolphin's source names that as "numtextures" -- but in reality it defines
+ // the number of texture coords that are sent in the vertex data, NOT textures!
+ // This little bug was the source of tons of trouble on real consoles, since
+ // previously I was using 3 (one regular texture; two lightmaps).
+ // Lightmap texcoords are auto generated, so we now use 1 here.
+
byte vtxSpecs;
if (usingLightmaps)
- vtxSpecs = 1 | (1 << 2) | (3 << 4);
+ vtxSpecs = 1 | (1 << 2) | (1 << 4);
else
vtxSpecs = 0 | (1 << 2) | (1 << 4);