mirror of https://github.com/AxioDL/metaforce.git
Big Door initial animation fix
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parent
d0af2cb4f7
commit
ef1f9d564c
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@ -314,7 +314,8 @@ bool FRME::Extract(const SpecBase &dataSpec,
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"bpy.context.scene.render.engine = 'CYCLES'\n"
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"bpy.context.scene.render.engine = 'CYCLES'\n"
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"bpy.context.scene.world.use_nodes = True\n"
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"bpy.context.scene.world.use_nodes = True\n"
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"bpy.context.scene.render.engine = 'BLENDER_GAME'\n"
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"bpy.context.scene.render.engine = 'BLENDER_GAME'\n"
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"bg_node = bpy.context.scene.world.node_tree.nodes['Background']\n",
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"bg_node = bpy.context.scene.world.node_tree.nodes['Background']\n"
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"bg_node.inputs[1].default_value = 0.0\n",
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pakRouter.getBestEntryName(entry).c_str());
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pakRouter.getBestEntryName(entry).c_str());
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int pIdx = 0;
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int pIdx = 0;
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@ -27,7 +27,8 @@ void MREA::ReadBabeDeadToBlender_1_2(hecl::blender::PyOutStream& os,
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os << "bpy.context.scene.render.engine = 'CYCLES'\n"
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os << "bpy.context.scene.render.engine = 'CYCLES'\n"
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"bpy.context.scene.world.use_nodes = True\n"
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"bpy.context.scene.world.use_nodes = True\n"
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"bpy.context.scene.render.engine = 'BLENDER_GAME'\n"
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"bpy.context.scene.render.engine = 'BLENDER_GAME'\n"
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"bg_node = bpy.context.scene.world.node_tree.nodes['Background']\n";
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"bg_node = bpy.context.scene.world.node_tree.nodes['Background']\n"
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"bg_node.inputs[1].default_value = 0.0\n";
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for (atUint32 s=0 ; s<2 ; ++s)
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for (atUint32 s=0 ; s<2 ; ++s)
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{
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{
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atUint32 lightCount = rs.readUint32Big();
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atUint32 lightCount = rs.readUint32Big();
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@ -56,7 +56,8 @@ void MREA::ReadBabeDeadToBlender_3(hecl::blender::PyOutStream& os,
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os << "bpy.context.scene.render.engine = 'CYCLES'\n"
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os << "bpy.context.scene.render.engine = 'CYCLES'\n"
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"bpy.context.scene.world.use_nodes = True\n"
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"bpy.context.scene.world.use_nodes = True\n"
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"bpy.context.scene.render.engine = 'BLENDER_GAME'\n"
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"bpy.context.scene.render.engine = 'BLENDER_GAME'\n"
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"bg_node = bpy.context.scene.world.node_tree.nodes['Background']\n";
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"bg_node = bpy.context.scene.world.node_tree.nodes['Background']\n"
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"bg_node.inputs[1].default_value = 0.0\n";
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for (atUint32 s=0 ; s<4 ; ++s)
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for (atUint32 s=0 ; s<4 ; ++s)
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{
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{
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atUint32 lightCount = rs.readUint32Big();
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atUint32 lightCount = rs.readUint32Big();
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@ -433,8 +433,8 @@ bool CCollidableOBBTree::AABoxCollideWithLeafMoving(const COBBTree::CLeafData& l
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{
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{
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d = dOut;
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d = dOut;
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const CCollisionEdge& edge = x10_tree->GetEdge(edgeIdx);
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const CCollisionEdge& edge = x10_tree->GetEdge(edgeIdx);
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if (CMetroidAreaCollider::MovingAABoxCollisionCheck_Edge(x10_tree->GetVert(edge.GetVertIndex1()),
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if (CMetroidAreaCollider::MovingAABoxCollisionCheck_Edge(surf.GetVert(k),
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x10_tree->GetVert(edge.GetVertIndex2()),
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surf.GetVert((k + 1) % 3),
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components.x0_edges, dir, d, normal, point) &&
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components.x0_edges, dir, d, normal, point) &&
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d < dOut)
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d < dOut)
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{
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{
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@ -2006,7 +2006,7 @@ CFrontEndUI::CFrontEndUI()
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m->ResetGameState();
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m->ResetGameState();
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g_GameState->SetCurrentWorldId(g_ResFactory->TranslateOriginalToNew(g_DefaultWorldTag.id));
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g_GameState->SetCurrentWorldId(g_ResFactory->TranslateOriginalToNew(g_DefaultWorldTag.id));
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g_GameState->CurrentWorldState().SetAreaId(8);
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g_GameState->CurrentWorldState().SetAreaId(26);
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g_GameState->GameOptions().ResetToDefaults();
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g_GameState->GameOptions().ResetToDefaults();
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g_GameState->WriteBackupBuf();
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g_GameState->WriteBackupBuf();
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@ -65,6 +65,8 @@ zeus::CVector3f CScriptDoor::GetOrbitPosition(const CStateManager& /*mgr*/) cons
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/* ORIGINAL 0-00 OFFSET: 8007E550 */
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/* ORIGINAL 0-00 OFFSET: 8007E550 */
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void CScriptDoor::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager &mgr)
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void CScriptDoor::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager &mgr)
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{
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{
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if (msg == EScriptObjectMessage::Start)
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printf("");
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switch (msg)
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switch (msg)
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{
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{
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case EScriptObjectMessage::Close:
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case EScriptObjectMessage::Close:
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@ -494,7 +494,7 @@ CEntity* ScriptLoader::LoadDoor(CStateManager& mgr, CInputStream& in, int propCo
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return nullptr;
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return nullptr;
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CModelData mData =
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CModelData mData =
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CAnimRes(aParms.GetACSFile(), aParms.GetCharacter(), head.x40_scale, aParms.GetInitialAnimation(), false);
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CAnimRes(aParms.GetACSFile(), aParms.GetCharacter(), head.x40_scale, 0, false);
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if (collisionExtent.isZero())
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if (collisionExtent.isZero())
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aabb = mData.GetBounds(head.x10_transform.getRotation());
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aabb = mData.GetBounds(head.x10_transform.getRotation());
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