示例#1
0
        public static List <Section_AHDR> GetAssets(out bool success, out bool overwrite)
        {
            ImportTextures a = new ImportTextures();

            if (a.ShowDialog() == DialogResult.OK)
            {
                ReadFileMethods.treatStuffAsByteArray = true;

                List <Section_AHDR> AHDRs = new List <Section_AHDR>();

                for (int i = 0; i < a.filePaths.Count; i++)
                {
                    if (Path.GetExtension(a.filePaths[i]).ToLower().Equals(".rwtex"))
                    {
                        byte[] data = ReadFileMethods.ExportRenderWareFile(new TextureDictionary_0016()
                        {
                            textureDictionaryStruct = new TextureDictionaryStruct_0001()
                            {
                                textureCount = 1, unknown = 0
                            },
                            textureNativeList = new List <TextureNative_0015>()
                            {
                                new TextureNative_0015().FromBytes(File.ReadAllBytes(a.filePaths[i]))
                            },
                            textureDictionaryExtension = new Extension_0003()
                        }, ArchiveEditorFunctions.currentTextureVersion);

                        string assetName = Path.GetFileNameWithoutExtension(a.filePaths[i]) + (a.checkBoxRW3.Checked ? ".RW3" : "");

                        Section_ADBG ADBG = new Section_ADBG(0, assetName, "", 0);
                        Section_AHDR AHDR = new Section_AHDR(Functions.BKDRHash(assetName), AssetType.RWTX, ArchiveEditorFunctions.AHDRFlagsFromAssetType(AssetType.RWTX), ADBG, data);

                        AHDRs.Add(AHDR);
                    }
                    else
                    {
                        AHDRs.Add(ArchiveEditorFunctions.CreateRWTXFromBitmap(a.filePaths[i], a.checkBoxRW3.Checked, a.checkBoxFlipTextures.Checked, a.checkBoxMipmaps.Checked, a.checkBoxCompress.Checked));
                    }
                }

                ReadFileMethods.treatStuffAsByteArray = false;

                success   = true;
                overwrite = a.checkBoxOverwrite.Checked;
                return(AHDRs);
            }
            else
            {
                success   = false;
                overwrite = false;
                return(null);
            }
        }
示例#2
0
        public static (List <Section_AHDR> AHDRs, bool overwrite) GetAssets(Game game, Platform platform)
        {
            ImportTextures a = new ImportTextures();

            if (a.ShowDialog() == DialogResult.OK)
            {
                ReadFileMethods.treatStuffAsByteArray = true;

                List <Section_AHDR> AHDRs = new List <Section_AHDR>();

                List <string> forBitmap = new List <string>();

                for (int i = 0; i < a.filePaths.Count; i++)
                {
                    if (Path.GetExtension(a.filePaths[i]).ToLower().Equals(".rwtex"))
                    {
                        byte[] data = ReadFileMethods.ExportRenderWareFile(new TextureDictionary_0016()
                        {
                            textureDictionaryStruct = new TextureDictionaryStruct_0001()
                            {
                                textureCount = 1, unknown = 0
                            },
                            textureNativeList = new List <TextureNative_0015>()
                            {
                                new TextureNative_0015().FromBytes(File.ReadAllBytes(a.filePaths[i]))
                            },
                            textureDictionaryExtension = new Extension_0003()
                        }, currentTextureVersion(game));

                        string assetName = Path.GetFileNameWithoutExtension(a.filePaths[i]) + (a.checkBoxRW3.Checked ? ".RW3" : "");

                        Section_ADBG ADBG = new Section_ADBG(0, assetName, "", 0);
                        Section_AHDR AHDR = new Section_AHDR(Functions.BKDRHash(assetName), AssetType.RWTX, ArchiveEditorFunctions.AHDRFlagsFromAssetType(AssetType.RWTX), ADBG, data);

                        AHDRs.Add(AHDR);
                    }
                    else
                    {
                        forBitmap.Add(a.filePaths[i]);
                    }
                }

                AHDRs.AddRange(CreateRWTXsFromBitmaps(game, platform, forBitmap, a.checkBoxRW3.Checked, a.checkBoxFlipTextures.Checked,
                                                      a.checkBoxMipmaps.Checked, a.checkBoxCompress.Checked, a.checkBoxTransFix.Checked));

                ReadFileMethods.treatStuffAsByteArray = false;

                if (game == Game.Scooby)
                {
                    for (int i = 0; i < AHDRs.Count; i++)
                    {
                        byte[] data = AHDRs[i].data;
                        FixTextureForScooby(ref data);
                        AHDRs[i].data = data;
                    }
                }

                return(AHDRs, a.checkBoxOverwrite.Checked);
            }
            return(null, false);
        }