public override bool Execute(List <string> args) { if (args.Count != 3) { return(false); } GameLanguage language; if (!ArgumentParser.ParseLanguage(args[0], out language)) { return(false); } // Look up the stringID that was passed in var stringIdStr = args[1]; var stringIdIndex = _stringIds.Strings.IndexOf(stringIdStr); if (stringIdIndex < 0) { Console.Error.WriteLine("Unable to find stringID \"{0}\".", stringIdStr); return(true); } var stringId = _stringIds.GetStringId(stringIdIndex); if (stringId == 0) { Console.Error.WriteLine("Failed to resolve the stringID."); return(true); } var newValue = ArgumentParser.Unescape(args[2]); // Look up or create a localized string entry var localizedStr = _unic.Strings.FirstOrDefault(s => s.StringId == stringId); var added = false; if (localizedStr == null) { // Add a new string localizedStr = new LocalizedString { StringId = stringId }; _unic.Strings.Add(localizedStr); added = true; } // Save the tag data _unic.SetString(localizedStr, language, newValue); using (var stream = _fileInfo.Open(FileMode.Open, FileAccess.ReadWrite)) TagSerializer.Serialize(new TagSerializationContext(stream, _cache, _tag), _unic); if (added) { Console.WriteLine("String added successfully."); } else { Console.WriteLine("String changed successfully."); } return(true); }
public override bool Execute(List <string> args) { if (args.Count < 1 || args.Count > 2) { return(false); } TagInstance destination = _cache.Tags[0x3317]; if (args.Count == 2) { destination = ArgumentParser.ParseTagIndex(_cache, args[0]); if (!destination.IsInGroup("mode")) { Console.WriteLine("Specified tag is not a render_model: " + args[0]); return(false); } args = args.Skip(1).ToList(); } var builder = new RenderModelBuilder(_info.Version); // Add a root node var node = builder.AddNode(new RenderModel.Node { Name = _stringIds.GetStringId("street_cone"), ParentNode = -1, FirstChildNode = -1, NextSiblingNode = -1, DefaultRotation = new Vector4(0, 0, 0, -1), DefaultScale = 1, InverseForward = new Vector3(1, 0, 0), InverseLeft = new Vector3(0, 1, 0), InverseUp = new Vector3(0, 0, 1), }); // Begin building the default region and permutation builder.BeginRegion(_stringIds.GetStringId("default")); builder.BeginPermutation(_stringIds.GetStringId("default")); using (var importer = new AssimpContext()) { Scene model; using (var logStream = new LogStream((msg, userData) => Console.WriteLine(msg))) { logStream.Attach(); model = importer.ImportFile(args[0], PostProcessSteps.CalculateTangentSpace | PostProcessSteps.GenerateNormals | PostProcessSteps.JoinIdenticalVertices | PostProcessSteps.SortByPrimitiveType | PostProcessSteps.PreTransformVertices | PostProcessSteps.Triangulate); logStream.Detach(); } Console.WriteLine("Assembling vertices..."); // Build a multipart mesh from the model data, // with each model mesh mapping to a part of one large mesh and having its own material builder.BeginMesh(); ushort partStartVertex = 0; ushort partStartIndex = 0; var vertices = new List <RigidVertex>(); var indices = new List <ushort>(); foreach (var mesh in model.Meshes) { for (var i = 0; i < mesh.VertexCount; i++) { var position = mesh.Vertices[i]; var normal = mesh.Normals[i]; var uv = mesh.TextureCoordinateChannels[0][i]; var tangent = mesh.Tangents[i]; var bitangent = mesh.BiTangents[i]; vertices.Add(new RigidVertex { Position = new Vector4(position.X, position.Y, position.Z, 1), Normal = new Vector3(normal.X, normal.Y, normal.Z), Texcoord = new Vector2(uv.X, uv.Y), Tangent = new Vector4(tangent.X, tangent.Y, tangent.Z, 1), Binormal = new Vector3(bitangent.X, bitangent.Y, bitangent.Z), }); } // Build the index buffer var meshIndices = mesh.GetIndices(); indices.AddRange(meshIndices.Select(i => (ushort)(i + partStartVertex))); // Define a material and part for this mesh var material = builder.AddMaterial(new RenderMaterial { RenderMethod = _cache.Tags[0x101F], }); builder.DefinePart(material, partStartIndex, (ushort)meshIndices.Length, (ushort)mesh.VertexCount); // Move to the next part partStartVertex += (ushort)mesh.VertexCount; partStartIndex += (ushort)meshIndices.Length; } // Bind the vertex and index buffers builder.BindRigidVertexBuffer(vertices, node); builder.BindIndexBuffer(indices, PrimitiveType.TriangleList); builder.EndMesh(); } builder.EndPermutation(); builder.EndRegion(); Console.WriteLine("Building Blam mesh data..."); var resourceStream = new MemoryStream(); var renderModel = builder.Build(_info.Serializer, resourceStream); Console.WriteLine("Writing resource data..."); // Add a new resource for the model data var resources = new ResourceDataManager(); resources.LoadCachesFromDirectory(_fileInfo.DirectoryName); resourceStream.Position = 0; resources.Add(renderModel.Geometry.Resource, ResourceLocation.Resources, resourceStream); Console.WriteLine("Writing tag data..."); using (var cacheStream = _fileInfo.Open(FileMode.Open, FileAccess.ReadWrite)) { var tag = destination; var context = new TagSerializationContext(cacheStream, _cache, _stringIds, tag); _info.Serializer.Serialize(context, renderModel); } Console.WriteLine("Model imported successfully!"); return(true); }