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Fix #163.

pull/162/head
Adam Johnson 5 years ago
parent
commit
477a874e4d
Signed by: Hoikas
GPG Key ID: 0B6515D6FF6F271E
  1. 21
      korman/exporter/material.py

21
korman/exporter/material.py

@ -367,12 +367,12 @@ class MaterialConverter:
state.blendFlags |= hsGMatState.kBlendMult state.blendFlags |= hsGMatState.kBlendMult
# Check if this layer uses diffuse/runtime lighting # Check if this layer uses diffuse/runtime lighting
if not slot.use_map_color_diffuse: if (bm is not None and slot.use_map_color_diffuse) or slot.use_map_color:
layer.preshade = hsColorRGBA(0.0, 0.0, 0.0, 1.0) layer.preshade = hsColorRGBA(0.0, 0.0, 0.0, 1.0)
layer.runtime = hsColorRGBA(0.0, 0.0, 0.0, 1.0) layer.runtime = hsColorRGBA(0.0, 0.0, 0.0, 1.0)
# Check if this layer uses specular lighting # Check if this layer uses specular lighting
if slot.use_map_color_spec: if bm is not None and slot.use_map_color_spec:
state.shadeFlags |= hsGMatState.kShadeSpecular state.shadeFlags |= hsGMatState.kShadeSpecular
else: else:
layer.specular = hsColorRGBA(0.0, 0.0, 0.0, 1.0) layer.specular = hsColorRGBA(0.0, 0.0, 0.0, 1.0)
@ -381,7 +381,8 @@ class MaterialConverter:
texture = slot.texture texture = slot.texture
# Apply custom layer properties # Apply custom layer properties
if slot.use_map_normal: wantBumpmap = bm is not None and slot.use_map_normal
if wantBumpmap:
state.blendFlags = hsGMatState.kBlendDot3 state.blendFlags = hsGMatState.kBlendDot3
state.miscFlags = hsGMatState.kMiscBumpLayer state.miscFlags = hsGMatState.kMiscBumpLayer
strength = max(min(1.0, slot.normal_factor), 0.0) strength = max(min(1.0, slot.normal_factor), 0.0)
@ -408,7 +409,7 @@ class MaterialConverter:
# Export any layer animations # Export any layer animations
# NOTE: animated stencils and bumpmaps are nonsense. # NOTE: animated stencils and bumpmaps are nonsense.
if not slot.use_stencil and not slot.use_map_normal: if not slot.use_stencil and not wantBumpmap:
layer = self._export_layer_animations(bo, bm, slot, idx, layer) layer = self._export_layer_animations(bo, bm, slot, idx, layer)
return layer return layer
@ -660,7 +661,7 @@ class MaterialConverter:
# First, let's apply any relevant flags # First, let's apply any relevant flags
state = layer.state state = layer.state
if not slot.use_stencil and not slot.use_map_normal: if not slot.use_stencil and not getattr(slot, "use_map_normal", False):
# mutually exclusive blend flags # mutually exclusive blend flags
if texture.use_alpha and has_alpha: if texture.use_alpha and has_alpha:
if slot.blend_type == "ADD": if slot.blend_type == "ADD":
@ -974,10 +975,16 @@ class MaterialConverter:
"""Finds or creates the appropriate key for sending messages to an animated Texture""" """Finds or creates the appropriate key for sending messages to an animated Texture"""
tex_name = texture.name tex_name = texture.name
if bo.type == "LAMP":
assert bm is None
bm_name = bo.name
else:
assert bm is not None
bm_name = bm.name
if not tex_name in bm.texture_slots: if not tex_name in bm.texture_slots:
raise ExportError("Texture '{}' not used in Material '{}'".format(bm.name, tex_name)) raise ExportError("Texture '{}' not used in Material '{}'".format(bm_name, tex_name))
name = "{}_{}_LayerAnim".format(bm.name, tex_name) name = "{}_{}_LayerAnim".format(bm_name, tex_name)
layer = texture.plasma_layer layer = texture.plasma_layer
pClass = plLayerSDLAnimation if layer.anim_sdl_var else plLayerAnimation pClass = plLayerSDLAnimation if layer.anim_sdl_var else plLayerAnimation
return self._mgr.find_create_key(pClass, bl=bo, name=name) return self._mgr.find_create_key(pClass, bl=bo, name=name)

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