private void SaveFogColor(int fogIndex) { // First fog is probably for characters. ParamTools.ModifyParamValue(paramFile, 2, 1 + fogIndex, 0, stageFogSet[fogIndex].H); ParamTools.ModifyParamValue(paramFile, 2, 1 + fogIndex, 1, stageFogSet[fogIndex].S); ParamTools.ModifyParamValue(paramFile, 2, 1 + fogIndex, 2, stageFogSet[fogIndex].V); }
private void SaveFresnelLight() { ParamTools.ModifyParamValue(paramFile, 0, 0, 8, fresnelLight.groundColor.H); ParamTools.ModifyParamValue(paramFile, 0, 0, 9, fresnelLight.groundColor.S); ParamTools.ModifyParamValue(paramFile, 0, 0, 10, fresnelLight.groundColor.V); ParamTools.ModifyParamValue(paramFile, 0, 0, 11, fresnelLight.skyColor.H); ParamTools.ModifyParamValue(paramFile, 0, 0, 12, fresnelLight.skyColor.S); ParamTools.ModifyParamValue(paramFile, 0, 0, 13, fresnelLight.skyColor.V); }
private void SaveDirectionalLight(int lightIndex) { // TODO: Enabled/disabled for light. ParamTools.ModifyParamValue(paramFile, 1, lightIndex, 2, stageDiffuseLights[lightIndex].diffuseColor.H); ParamTools.ModifyParamValue(paramFile, 1, lightIndex, 3, stageDiffuseLights[lightIndex].diffuseColor.S); ParamTools.ModifyParamValue(paramFile, 1, lightIndex, 4, stageDiffuseLights[lightIndex].diffuseColor.V); ParamTools.ModifyParamValue(paramFile, 1, lightIndex, 5, stageDiffuseLights[lightIndex].rotX); ParamTools.ModifyParamValue(paramFile, 1, lightIndex, 6, stageDiffuseLights[lightIndex].rotY); ParamTools.ModifyParamValue(paramFile, 1, lightIndex, 7, stageDiffuseLights[lightIndex].rotZ); }
private void SaveCharDiffuseLights() { ParamTools.ModifyParamValue(paramFile, 0, 0, 29, characterDiffuse.diffuseColor.H); ParamTools.ModifyParamValue(paramFile, 0, 0, 30, characterDiffuse.diffuseColor.S); ParamTools.ModifyParamValue(paramFile, 0, 0, 31, characterDiffuse.diffuseColor.V); ParamTools.ModifyParamValue(paramFile, 0, 0, 33, characterDiffuse.ambientColor.H); ParamTools.ModifyParamValue(paramFile, 0, 0, 34, characterDiffuse.ambientColor.S); ParamTools.ModifyParamValue(paramFile, 0, 0, 35, characterDiffuse.ambientColor.V); // TODO: Save light rotations. for (int i = 0; i < 4; i++) { SaveDirectionalLight(i); } }