X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=blender_export.py;h=cf6d3f7dd9d4fcde68765723ec608ed3ffa2291a;hb=777083e1f715a26d3f68be4ba5bdf2cbcaa84a05;hp=7b0751e1fee2d63fef019248239dfec1088f2cc9;hpb=6d98c1e42c1617a8a426f9f0c0df99b75725b486;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/blender_export.py b/blender_export.py index 7b0751e..cf6d3f7 100644 --- a/blender_export.py +++ b/blender_export.py @@ -1124,8 +1124,11 @@ def encoder_process_material( mat ): 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 @@ -1336,18 +1339,18 @@ def encoder_vertex_push( vertex_reference, co,norm,uv,colour,groups,weights ): 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] @@ -1535,6 +1538,20 @@ def encoder_compile_mesh( node, node_def ): 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 # @@ -2477,6 +2494,11 @@ class CV_MATERIAL_SETTINGS(bpy.types.PropertyGroup): 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,\ @@ -2535,6 +2557,7 @@ class CV_MATERIAL_PANEL(bpy.types.Panel): 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":