dest.pstr_name = encoder_process_pstr( mat.name )
flags = 0x00
- if mat.cv_data.skate_surface: flags |= 0x1
- if mat.cv_data.collision: flags |= 0x2
+ if mat.cv_data.collision:
+ flags |= 0x2
+ if mat.cv_data.skate_surface: flags |= 0x1
+ if mat.cv_data.grind_surface: flags |= (0x8|0x1)
+
if mat.cv_data.grow_grass: flags |= 0x4
dest.flags = flags
int(norm[2]*m+0.5),
int(uv[0]*m+0.5),
int(uv[1]*m+0.5),
- colour[0]*m+0.5, # these guys are already quantized
- colour[1]*m+0.5, # .
- colour[2]*m+0.5, # .
- colour[3]*m+0.5, # .
- weights[0]*m+0.5, # v
- weights[1]*m+0.5,
- weights[2]*m+0.5,
- weights[3]*m+0.5,
- groups[0]*m+0.5,
- groups[1]*m+0.5,
- groups[2]*m+0.5,
- groups[3]*m+0.5)
+ colour[0], # these guys are already quantized
+ colour[1], # .
+ colour[2], # .
+ colour[3], # .
+ weights[0], # v
+ weights[1],
+ weights[2],
+ weights[3],
+ groups[0],
+ groups[1],
+ groups[2],
+ groups[3])
if key in vertex_reference:
return vertex_reference[key]
weights[ml] = max( weights[ml], 0 )
#}
#}
+ #}
+ else:
+ #{
+ li1 = tri.loops[(j+1)%3]
+ vi1 = data.loops[li1].vertex_index
+ e0 = data.edges[ data.loops[li].edge_index ]
+
+ if e0.use_freestyle_mark and \
+ ((e0.vertices[0] == vi and e0.vertices[1] == vi1) or \
+ (e0.vertices[0] == vi1 and e0.vertices[1] == vi)):
+ #{
+ weights[0] = 1
+ #}
+ #}
# Add vertex and expand bound box
#
default=True,\
description = "Should the game try to target this surface?" \
)
+ grind_surface: bpy.props.BoolProperty( \
+ name="Grind Surface", \
+ default=False,\
+ description = "Grind face?" \
+ )
grow_grass: bpy.props.BoolProperty( \
name="Grow Grass", \
default=False,\
if active_mat.cv_data.collision:
_.layout.prop( active_mat.cv_data, "skate_surface" )
+ _.layout.prop( active_mat.cv_data, "grind_surface" )
_.layout.prop( active_mat.cv_data, "grow_grass" )
if active_mat.cv_data.shader == "terrain_blend":