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@@ -67,6 +67,7 @@ namespace COM3D2.MeidoPhotoStudio.Converter
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};
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public const int sceneVersion = 1000;
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public const int meidoDataVersion = 1000;
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+ public const int propDataVersion = 1000;
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public const int kankyoMagic = -765;
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private static BepInEx.Logging.ManualLogSource Log;
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private static readonly int faceToggleIndex = Array.IndexOf(faceKeys, "tangopen") + 1;
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@@ -418,6 +419,8 @@ namespace COM3D2.MeidoPhotoStudio.Converter
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{
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binaryWriter.Write("PROP");
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+ binaryWriter.Write(propDataVersion);
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+
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bool hasWProp = strArray3.Length > 37 && !string.IsNullOrEmpty(strArray3[37]);
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int numberOfProps = hasWProp ? 1 : 0;
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numberOfProps += strArray6 == null ? 0 : strArray6.Length - 1;
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@@ -427,9 +430,6 @@ namespace COM3D2.MeidoPhotoStudio.Converter
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if (hasWProp)
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{
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// For the prop that spawns when you push (shift +) W
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- binaryWriter.Write(strArray3[37].Replace(' ', '_'));
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-
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- SerializeAttachPoint(binaryWriter);
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binaryWriter.WriteVector3(new Vector3(
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float.Parse(strArray3[41]), float.Parse(strArray3[42]), float.Parse(strArray3[43])
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@@ -442,6 +442,12 @@ namespace COM3D2.MeidoPhotoStudio.Converter
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binaryWriter.WriteVector3(new Vector3(
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float.Parse(strArray3[44]), float.Parse(strArray3[45]), float.Parse(strArray3[46])
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));
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+
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+ SerializeAttachPoint(binaryWriter);
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+
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+ binaryWriter.Write(false); // shadow casting
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+
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+ binaryWriter.Write(strArray3[37].Replace(' ', '_'));
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}
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if (strArray6 != null)
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@@ -450,6 +456,7 @@ namespace COM3D2.MeidoPhotoStudio.Converter
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{
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string[] assetParts = strArray6[i].Split(',');
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string assetName = assetParts[0].Replace(' ', '_');
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+ bool shadowCasting = assetName.EndsWith(".menu") ? true : false;
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if (assetName.StartsWith("creative_"))
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{
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@@ -488,10 +495,6 @@ namespace COM3D2.MeidoPhotoStudio.Converter
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assetName = assetName.Substring(2);
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}
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- binaryWriter.Write(assetName);
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-
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- SerializeAttachPoint(binaryWriter);
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-
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binaryWriter.WriteVector3(new Vector3(
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float.Parse(assetParts[4]), float.Parse(assetParts[5]), float.Parse(assetParts[6])
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));
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@@ -503,6 +506,12 @@ namespace COM3D2.MeidoPhotoStudio.Converter
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binaryWriter.WriteVector3(new Vector3(
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float.Parse(assetParts[7]), float.Parse(assetParts[8]), float.Parse(assetParts[9])
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));
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+
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+ SerializeAttachPoint(binaryWriter);
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+
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+ binaryWriter.Write(shadowCasting);
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+
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+ binaryWriter.Write(assetName);
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}
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}
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}
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