private void SaveWiiU(MemoryStream mem) { var resFileU = BFRESRender.ResFileNode.resFileU; resFileU.Models.Clear(); resFileU.SkeletalAnims.Clear(); // resFileU.SceneAnims.Clear(); // resFileU.ShapeAnims.Clear(); // resFileU.BoneVisibilityAnims.Clear(); resFileU.Textures.Clear(); int CurMdl = 0; if (Nodes.ContainsKey("FMDL")) { foreach (FMDL model in Nodes["FMDL"].Nodes) { resFileU.Models.Add(model.Text, BfresWiiU.SetModel(model)); } } if (Nodes.ContainsKey("FTEX")) { foreach (FTEX tex in Nodes["FTEX"].Nodes) { tex.texture.Name = tex.Text; resFileU.Textures.Add(tex.Text, tex.texture); } } if (Nodes.ContainsKey("FSKA")) { foreach (FSKA ska in Nodes["FSKA"].Nodes) { ska.SkeletalAnimU.Name = ska.Text; resFileU.SkeletalAnims.Add(ska.Text, ska.SkeletalAnimU); } } else { throw new Exception("Failed to find textures"); } ErrorCheck(); resFileU.Save(mem); }
private void SaveWiiU(MemoryStream mem) { var resFileU = bfres.ResFileNode.resFileU; resFileU.Models.Clear(); // resFileU.SkeletalAnims.Clear(); // resFileU.SceneAnims.Clear(); // resFileU.ShapeAnims.Clear(); // resFileU.BoneVisibilityAnims.Clear(); // resFileU.Textures.Clear(); int CurMdl = 0; if (EditorRoot.Nodes.ContainsKey("FMDL")) { foreach (FMDL model in EditorRoot.Nodes["FMDL"].Nodes) { resFileU.Models.Add(model.Text, BfresWiiU.SetModel(model)); } } ErrorCheck(); resFileU.Save(mem); }