/// <summary> /// Utility method to dump UV maps from every model currently in the model database. /// TODO -- has issues/errors on some models/meshes/renderers (might be a skinned-mesh-renderer problem...) /// TODO -- has issues with part names that have invalid characters for file-system use -- should sanitize the names /// </summary> public static void dumpUVMaps(bool force = false) { UVMapExporter exporter = new UVMapExporter(); ConfigNode node = TexturesUnlimitedLoader.configurationNode.GetNode("UV_EXPORT"); bool export = node.GetBoolValue("exportUVs", false); if (!export && !force) { return; } string path = node.GetStringValue("exportPath", "exportedUVs"); exporter.width = node.GetIntValue("width", 1024); exporter.height = node.GetIntValue("height", 1024); exporter.stroke = node.GetIntValue("thickness", 1); foreach (GameObject go in GameDatabase.Instance.databaseModel) { exporter.exportModel(go, path); } }
public static void dumpUVMaps() { ConfigNode[] nodes = GameDatabase.Instance.GetConfigNodes("UV_EXPORT"); if (nodes.Length > 0) { UVMapExporter exporter = new UVMapExporter(); ConfigNode node = nodes[0]; bool export = node.GetBoolValue("exportUVs", false); if (!export) { return; } string path = node.GetStringValue("exportPath", "exportedUVs"); exporter.width = node.GetIntValue("width", 1024); exporter.height = node.GetIntValue("height", 1024); exporter.stroke = node.GetIntValue("thickness", 1); foreach (GameObject go in GameDatabase.Instance.databaseModel) { exporter.exportModel(go, path); } } }