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UpscaleDATv56.1sc
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UpscaleDATv56.1sc
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// UpscaleDAT: Fix UV stuff for NOLF maps, for use with upscaled textures.
//
// Asks for the scaling factor, files to process (use multiple selection) and the path to save the processed files in.
// Files in the output dir may be overwritten without warning! Make sure the template is installed.
// Misc setup and user input.
const int MaxChar = 1024;
// You need to select the right template for right version of DAT format for your game
const char Template[MaxChar] = "bspv56.bt";
double ScaleFactor = 4.0;
do {
ScaleFactor = InputFloat("Scaling factor", "Enter the scaling factor to use", "4.0");
}
while ((int) ScaleFactor == BAD_VALUE);
const TOpenFileNames InFiles = InputOpenFileNames("Select files to fix", "LithTech 1.0 map files (*.dat)|All files (*)");
const char OutDir[MaxChar] = InputDirectory("Select output folder.");
// Process the files.
int Errors = 0;
int FileNum;
int Status;
char InName[MaxChar];
char BaseName[MaxChar];
char OutName[MaxChar];
int ModelCnt, ModelNum;
int SurfCnt, SurfNum;
int PolyCnt, PolyNum;
int RootSCnt, RootSNum;
int RootPCnt, RootPNum;
for(FileNum = 0; FileNum < InFiles.count; ++FileNum) {
// Open and parse the file.
// Strcpy(InName, InFiles.file[FileNum].filename);
InName = InFiles.file[FileNum].filename;
// Opens a file separately even if it is open in the editor.
// Does not run the associated template here because that did not work...
Status = FileOpen(InName, false, "", true);
if (Status < 0) {
prinf("ERROR: Failed to open file %s for reading.", InName);
++Errors;
continue;
}
// ...instead run the template explicitly.
RunTemplate(Template);
// Do the stuff...
ModelCnt = modelHeader.Count;
RootSCnt = modelHeader.rootModel.BSPData.SurfaceCount;
RootPCnt = modelHeader.rootModel.BSPData.PolyCount;
for (RootSNum = 0; RootSNum < RootSCnt; ++RootSNum) {
modelHeader.rootModel.BSPData.Surfaces[RootSNum].UV2.x *= ScaleFactor;
modelHeader.rootModel.BSPData.Surfaces[RootSNum].UV2.y *= ScaleFactor;
modelHeader.rootModel.BSPData.Surfaces[RootSNum].UV2.z *= ScaleFactor;
modelHeader.rootModel.BSPData.Surfaces[RootSNum].UV3.x *= ScaleFactor;
modelHeader.rootModel.BSPData.Surfaces[RootSNum].UV3.y *= ScaleFactor;
modelHeader.rootModel.BSPData.Surfaces[RootSNum].UV3.z *= ScaleFactor;
//Leftover from some tests
//modelHeader.rootModel.BSPData.Surfaces[RootSNum].UnkVec1.x *= ScaleFactor;
//modelHeader.rootModel.BSPData.Surfaces[RootSNum].UnkVec1.y *= ScaleFactor;
//modelHeader.rootModel.BSPData.Surfaces[RootSNum].UnkVec1.z *= ScaleFactor;
//modelHeader.rootModel.BSPData.Surfaces[RootSNum].UnkVec2.x *= ScaleFactor;
//modelHeader.rootModel.BSPData.Surfaces[RootSNum].UnkVec2.y *= ScaleFactor;
//modelHeader.rootModel.BSPData.Surfaces[RootSNum].UnkVec2.z *= ScaleFactor;
//modelHeader.rootModel.BSPData.Surfaces[RootSNum].UnkVec3.x *= ScaleFactor;
//modelHeader.rootModel.BSPData.Surfaces[RootSNum].UnkVec3.y *= ScaleFactor;
//modelHeader.rootModel.BSPData.Surfaces[RootSNum].UnkVec3.z *= ScaleFactor;
}
//for (RootPNum = 0; RootPNum < RootPCnt; ++RootPNum) {
//modelHeader.rootModel.BSPData.Poly[RootPNum].LightmapWidth *= ScaleFactor;
//modelHeader.rootModel.BSPData.Poly[RootPNum].LightmapHeight *= ScaleFactor;
//}
for (ModelNum = 0; ModelNum < ModelCnt; ++ModelNum) {
SurfCnt = modelHeader.model[ModelNum].BSPData.SurfaceCount;
PolyCnt = modelHeader.model[ModelNum].BSPData.PolyCount;
for (SurfNum = 0; SurfNum < SurfCnt; ++SurfNum) {
modelHeader.model[ModelNum].BSPData.Surfaces[SurfNum].UV2.x *= ScaleFactor;
modelHeader.model[ModelNum].BSPData.Surfaces[SurfNum].UV2.y *= ScaleFactor;
modelHeader.model[ModelNum].BSPData.Surfaces[SurfNum].UV2.z *= ScaleFactor;
modelHeader.model[ModelNum].BSPData.Surfaces[SurfNum].UV3.x *= ScaleFactor;
modelHeader.model[ModelNum].BSPData.Surfaces[SurfNum].UV3.y *= ScaleFactor;
modelHeader.model[ModelNum].BSPData.Surfaces[SurfNum].UV3.z *= ScaleFactor;
//Leftover from some tests
//modelHeader.model[ModelNum].BSPData.Surfaces[SurfNum].UnkVec1.x *= ScaleFactor;
//modelHeader.model[ModelNum].BSPData.Surfaces[SurfNum].UnkVec1.y *= ScaleFactor;
//modelHeader.model[ModelNum].BSPData.Surfaces[SurfNum].UnkVec1.z *= ScaleFactor;
//modelHeader.model[ModelNum].BSPData.Surfaces[SurfNum].UnkVec2.x *= ScaleFactor;
//modelHeader.model[ModelNum].BSPData.Surfaces[SurfNum].UnkVec2.y *= ScaleFactor;
//modelHeader.model[ModelNum].BSPData.Surfaces[SurfNum].UnkVec2.z *= ScaleFactor;
//modelHeader.model[ModelNum].BSPData.Surfaces[SurfNum].UnkVec3.x *= ScaleFactor;
//modelHeader.model[ModelNum].BSPData.Surfaces[SurfNum].UnkVec3.y *= ScaleFactor;
//modelHeader.model[ModelNum].BSPData.Surfaces[SurfNum].UnkVec3.z *= ScaleFactor;
}
//for (PolyNum = 0; PolyNum < PolyCnt; ++PolyNum) {
//modelHeader.model[ModelNum].BSPData.Poly[PolyNum].LightmapWidth *= ScaleFactor;
//modelHeader.model[ModelNum].BSPData.Poly[PolyNum].LightmapHeight *= ScaleFactor;
//}
}
// Save under the same name in the output dir and clean up.
BaseName = FileNameGetBase(InName);
OutName = OutDir;
OutName += BaseName;
Status = FileSave(OutName);
if (Status < 0) {
prinf("ERROR: Failed to write the file %s.", OutName);
++Errors;
}
FileClose();
}
// Status report.
if (Errors) {
MessageBox(idOk, "Ouch...", "%d errors encountered during processing.\nPlease check the output window.", Errors);
}
else {
MessageBox(idOk, "Phew...", "Processing finished without errors.");
}