예제 #1
0
            public static RoadAlphaMap Read(StreamReader data, StreamWriter outputData, bool write = true)
            {
                RoadAlphaMap obj = new RoadAlphaMap();

                obj.RCode      = Utils.readAndWriteUInt32(data, outputData, write);
                obj.RoadTexGID = Utils.readAndWriteUInt32(data, outputData, write);
                return(obj);
            }
예제 #2
0
            public static TexMerge Read(StreamReader data, StreamWriter outputData, bool write = true)
            {
                TexMerge obj = new TexMerge();

                obj.CornerTerrainMaps  = new List <TerrainAlphaMap>();
                obj.SideTerrainMaps    = new List <TerrainAlphaMap>();
                obj.RoadMaps           = new List <RoadAlphaMap>();
                obj.TerrainDescription = new List <TMTerrainDesc>();

                //obj.BaseTexSize = Utils.readAndWriteUInt32(data, outputData, write);
                obj.BaseTexSize = Utils.readAndWriteUInt32(data, outputData, false);
                outputData.BaseStream.Write(BitConverter.GetBytes((uint)256), 0, 4);

                uint num_corner_terrain_maps = Utils.readAndWriteUInt32(data, outputData, write);

                for (uint i = 0; i < num_corner_terrain_maps; i++)
                {
                    obj.CornerTerrainMaps.Add(TerrainAlphaMap.Read(data, outputData, write));
                }

                uint num_side_terrain_maps = Utils.readAndWriteUInt32(data, outputData, write);

                for (uint i = 0; i < num_side_terrain_maps; i++)
                {
                    obj.SideTerrainMaps.Add(TerrainAlphaMap.Read(data, outputData, write));
                }

                uint num_road_maps = Utils.readAndWriteUInt32(data, outputData, write);

                for (uint i = 0; i < num_road_maps; i++)
                {
                    obj.RoadMaps.Add(RoadAlphaMap.Read(data, outputData, write));
                }

                uint num_terrain_desc = Utils.readAndWriteUInt32(data, outputData, write);

                for (uint i = 0; i < num_terrain_desc; i++)
                {
                    obj.TerrainDescription.Add(TMTerrainDesc.Read(data, outputData, write));
                }

                //TMTerrainDesc BarrenRock = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc Grassland = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc Ice = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc LushGrass = TMTerrainDesc.Read(data, outputData, false);

                //TMTerrainDesc MarshSparseSwamp = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc MudRichDirt = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc ObsidianPlain = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc PackedDirt = TMTerrainDesc.Read(data, outputData, false);

                //TMTerrainDesc PatchyDirt = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc PatchyGrassland = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc SandYellow = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc SandGrey = TMTerrainDesc.Read(data, outputData, false);

                //TMTerrainDesc SandRockStrewn = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc SedimentaryRock = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc SemiBarrenRock = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc Snow = TMTerrainDesc.Read(data, outputData, false);

                //TMTerrainDesc WaterRunning = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc WaterStandingFresh = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc WaterShallowSea = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc WaterShallowStillSea = TMTerrainDesc.Read(data, outputData, false);

                //TMTerrainDesc WaterDeepSea = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc Forestfloor = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc FauxWaterRunning = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc SeaSlime = TMTerrainDesc.Read(data, outputData, false);

                //TMTerrainDesc Argila = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc Volcano1 = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc Volcano2 = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc BlueIce = TMTerrainDesc.Read(data, outputData, false);

                //TMTerrainDesc Moss = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc DarkMoss = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc olthoi = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc DesolateLands = TMTerrainDesc.Read(data, outputData, false);
                //TMTerrainDesc Road = TMTerrainDesc.Read(data, outputData, false);

                //BarrenRock.terrainTex = Snow.terrainTex;
                //Grassland.terrainTex.TexGID = 0x0500146B;
                ////LushGrass.terrainTex = Snow.terrainTex;
                ////PatchyDirt.terrainTex = Snow.terrainTex;
                //PatchyGrassland.terrainTex = Snow.terrainTex;
                ////Forestfloor.terrainTex = Ice.terrainTex;
                //WaterRunning.terrainTex = BlueIce.terrainTex;
                //WaterStandingFresh.terrainTex = BlueIce.terrainTex;

                //BarrenRock.Write(outputData);
                //Grassland.Write(outputData);
                //Ice.Write(outputData);
                //LushGrass.Write(outputData);

                //MarshSparseSwamp.Write(outputData);
                //MudRichDirt.Write(outputData);
                //ObsidianPlain.Write(outputData);
                //PackedDirt.Write(outputData);

                //PatchyDirt.Write(outputData);
                //PatchyGrassland.Write(outputData);
                //SandYellow.Write(outputData);
                //SandGrey.Write(outputData);

                //SandRockStrewn.Write(outputData);
                //SedimentaryRock.Write(outputData);
                //SemiBarrenRock.Write(outputData);
                //Snow.Write(outputData);

                //WaterRunning.Write(outputData);
                //WaterStandingFresh.Write(outputData);
                //WaterShallowSea.Write(outputData);
                //WaterShallowStillSea.Write(outputData);

                //WaterDeepSea.Write(outputData);
                //Forestfloor.Write(outputData);
                //FauxWaterRunning.Write(outputData);
                //SeaSlime.Write(outputData);

                //Argila.Write(outputData);
                //Volcano1.Write(outputData);
                //Volcano2.Write(outputData);
                //BlueIce.Write(outputData);

                //Moss.Write(outputData);
                //DarkMoss.Write(outputData);
                //olthoi.Write(outputData);
                //DesolateLands.Write(outputData);
                //Road.Write(outputData);

                return(obj);
            }