Beispiel #1
0
        public void OneImageToRuleThemAll(string imageFileName, string archiveDir, out string newTextureGroup)
        {
            newTextureGroup = null;
            ImageMipMapHandler imgMipMap = new ImageMipMapHandler(imageFileName, null);

            // starts from the smaller image
            for (int i = imgMipMap.imageList.Count - 1; i >= 0; i--)
            {
                ImageFile newImageFile = imgMipMap.imageList[i];

                // insert images only with size > 64
                if (newImageFile.imgSize.width < 64 && newImageFile.imgSize.height < 64)
                {
                    continue;
                }

                // write the new image into a file (I know that's crappy solution, I'll find another one later...)
                using (FileStream newImageStream = File.Create(newImageFile.fileName))
                {
                    byte[] buffer = newImageFile.ToArray();
                    newImageStream.Write(buffer, 0, buffer.Length);
                }

                // if the image size exists inside the texture2d image list then we have to replace it
                if (imgList.Exists(img => img.imgSize == newImageFile.imgSize))
                {
                    // ...but at least for now I can reuse my replaceImage function... ;)
                    replaceImage(newImageFile.imgSize.ToString(), newImageFile.fileName, archiveDir);
                }
                else // if the image doesn't exists then we have to add it
                {
                    // ...and use my addBiggerImage function! :P
                    addBiggerImage(newImageFile.fileName, archiveDir);
                }

                File.Delete(newImageFile.fileName);
            }

            // add texturegroup_world inside GamerSettings.ini in order to overwrite values
            ImageSize maxSize  = imgList.Max(image => image.imgSize);
            uint      maxValue = Math.Max(maxSize.width, maxSize.height);
            string    section  = "SystemSettings";
            string    key      = "texturegroup_shadowmap";
            string    newValue = "(MinLODSize=128,MaxLODSize=" + maxValue + ",LODBias=0)";
            IniFile   iniFile  = new IniFile(ME3Directory.GamerSettingsIniFile);
            string    oldValue = iniFile.IniReadValue(section, key);

            if (oldValue == "")
            {
                iniFile.IniWriteValue(section, key, newValue);
            }
            else
            {
                char[] delimiters = new char[] { '=', ',' };
                uint   maxLODSize = Convert.ToUInt32(oldValue.Split(delimiters)[3]);
                if (maxValue > maxLODSize)
                {
                    iniFile.IniWriteValue(section, key, newValue);
                }
            }

            // check that Texture2D has a TextureGroup
            if (!properties.ContainsKey("LODGroup"))
            {
                return;
            }

            // extracting values from LODGroup Property
            PropertyReader.Property LODGroup = properties["LODGroup"];
            string textureGroupName          = pccRef.Names[LODGroup.Value.IntValue];

            string newTextureGroupName = "TEXTUREGROUP_Shadowmap";

            textureGroupName = newTextureGroupName;
            if (!pccRef.Names.Exists(name => name == newTextureGroupName))
            {
                pccRef.Names.Add(newTextureGroupName);
            }
            using (MemoryStream rawStream = new MemoryStream(LODGroup.raw))
            {
                rawStream.Seek(32, SeekOrigin.Begin);
                rawStream.WriteValueS32(pccRef.Names.FindIndex(name => name == newTextureGroupName));
                //rawStream.Seek(32, SeekOrigin.Begin);
                rawStream.WriteValueS32(0);
                properties["LODGroup"].raw = rawStream.ToArray();
            }
            //LODGroup.Value.IntValue = pccRef.Names.FindIndex(name => name == newTextureGroupName);

            /*MessageBox.Show("Texturegroup Name: " + textureGroupName);
             * ImageSize maxImageSize = imgList.Max(image => image.imgSize);
             * int textureGroupValue = (int)Math.Max(maxImageSize.width, maxImageSize.height) + 1;
             *
             * // open Engine.pcc file and edit TextureGroup enumerator
             * {
             *  PCCObject pccEngine = new PCCObject(ME3Directory.cookedPath + "Engine.pcc");
             *  int idxTexGroups = pccEngine.Exports.FindIndex(export => export.ObjectName == "TextureGroup");
             *
             *  TextureGroup texGroup = new TextureGroup(pccEngine, pccEngine.Exports[idxTexGroups].Data);
             *  if (texGroup.ExistsTextureGroup(textureGroupName, textureGroupValue))
             *      return;
             *  else
             *  {
             *      if (!pccEngine.Names.Exists(name => name == newTextureGroupName))
             *          pccEngine.Names.Add(newTextureGroupName);
             *
             *      newTextureGroup = textureGroupName + "_" + (textureGroupValue - 1);
             *
             *      texGroup.Add(textureGroupName, textureGroupValue);
             *      MessageBox.Show("Now editing texgroup enum");
             *      pccEngine.Exports[idxTexGroups].Data = texGroup.ToArray();
             *      MessageBox.Show("Now saving engine.pcc");
             *      pccEngine.saveToFile(true, ME3Directory.cookedPath + "Engine.pcc");
             *      MessageBox.Show("Saved engine.pcc");
             *
             *
             *  }
             * }*/
        }
Beispiel #2
0
        public void OneImageToRuleThemAll(string archiveDir, ImageFile im, out string newTextureGroup, byte[] imgData)
        {
            newTextureGroup = null;
            ImageMipMapHandler imgMipMap = new ImageMipMapHandler("", imgData);

            // starts from the smaller image
            for (int i = imgMipMap.imageList.Count - 1; i >= 0; i--)
            {
                ImageFile newImageFile = imgMipMap.imageList[i];

                // insert images only with size > 64
                if (newImageFile.imgSize.width < 64 && newImageFile.imgSize.height < 64)
                {
                    continue;
                }


                // if the image size exists inside the texture2d image list then we have to replace it
                if (imgList.Exists(img => img.imgSize == newImageFile.imgSize))
                {
                    // ...but at least for now I can reuse my replaceImage function... ;)
                    replaceImage(newImageFile.imgSize.ToString(), newImageFile, archiveDir);
                }
                else // if the image doesn't exists then we have to add it
                {
                    // ...and use my addBiggerImage function! :P
                    addBiggerImage(newImageFile, archiveDir);
                }

                File.Delete(newImageFile.fileName);
            }

            // add texturegroup_world inside GamerSettings.ini in order to overwrite values
            ImageSize maxSize  = imgList.Max(image => image.imgSize);
            uint      maxValue = Math.Max(maxSize.width, maxSize.height);
            string    section  = "SystemSettings";
            string    key      = "texturegroup_shadowmap";
            string    newValue = "(MinLODSize=128,MaxLODSize=" + maxValue + ",LODBias=0)";
            IniFile   iniFile  = new IniFile(ME3Directory.GamerSettingsIniFile);
            string    oldValue = iniFile.IniReadValue(section, key);

            if (oldValue == "")
            {
                iniFile.IniWriteValue(section, key, newValue);
            }
            else
            {
                char[] delimiters = new char[] { '=', ',' };
                uint   maxLODSize = Convert.ToUInt32(oldValue.Split(delimiters)[3]);
                if (maxValue > maxLODSize)
                {
                    iniFile.IniWriteValue(section, key, newValue);
                }
            }

            // check that Texture2D has a TextureGroup
            if (!properties.ContainsKey("LODGroup"))
            {
                return;
            }

            // extracting values from LODGroup Property
            PropertyReader.Property LODGroup = properties["LODGroup"];
            string textureGroupName          = pccRef.Names[LODGroup.Value.IntValue];

            string newTextureGroupName = "TEXTUREGROUP_Shadowmap";

            textureGroupName = newTextureGroupName;
            if (!pccRef.Names.Exists(name => name == newTextureGroupName))
            {
                pccRef.Names.Add(newTextureGroupName);
            }
            using (MemoryStream rawStream = new MemoryStream(LODGroup.raw))
            {
                rawStream.Seek(32, SeekOrigin.Begin);
                rawStream.WriteValueS32(pccRef.Names.FindIndex(name => name == newTextureGroupName));
                //rawStream.Seek(32, SeekOrigin.Begin);
                rawStream.WriteValueS32(0);
                properties["LODGroup"].raw = rawStream.ToArray();
            }
        }