-
Notifications
You must be signed in to change notification settings - Fork 0
/
MDF_XL.lua
2230 lines (1991 loc) · 112 KB
/
MDF_XL.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
--/////////////////////////////////////--
-- MDF XL
-- Author: SilverEzredes
-- Updated: 06/01/2024
-- Version: v1.1.32
-- Special Thanks to: praydog; alphaZomega
--/////////////////////////////////////--
local hk = require("Hotkeys\\Hotkeys")
local func = require("_SharedCore\\Functions")
local ui = require("_SharedCore\\Imgui")
local docs = require("MDF-XL\\MDF_XL_Docs")
local changed = false
local wc = false
local last_time = 0.0
local tick_interval = 1.0 / 2.5
local isPlayerInScene = false
local isNowLoading = false
local isLoadingScreenBypass = false
local isEquipmentUpdated = false
local isEquipmentDefaultsDumped = false
local isEquipmentMenuHidden = false
local isPauseMenuHidden = false
local isEquipmentMenuDrawn = false
local isItemMenuDrawn = false
local isItemMenuHidden = false
local isHKSavedPresets = false
local isHKLoadPresets = false
local isHKEmissiveToggle = false
local show_MDFXL_Editor = false
local show_MDFXL_OutfitManager = false
local show_MDFXL_Docs = false
local dumped_MDFXL_defaults = false
local MDFXL_MaterialParamUpdateHolder = {}
local MDFXL_MeshEditorParamHolder = nil
local MDFXL_MaterialEditorDefaultsHolder = {}
local MDFXL_MaterialEditorParamHolder = {}
local MDFXL_MaterialEditorSubParamFloat4Holder = nil
local presetName = "[Enter Preset Name Here]"
local outfitPresetName = "[Enter Outfit Preset Name Here]"
local presetSearchQuery = ""
local searchQuery = ""
local outfit_presets = {}
local outfit_preset_indx = 1
local dump_outfit_presets = false
local loadingPresetStartTime = 0
local elapsedLoadTime = 0
local progressLoad = 0.0
local savingPresetStartTime = 0
local elapsedSaveTime = 0
local progressSave = 0.0
local cachedGlobOutfitPaths = [[MDF-XL\\_Outfits\\.*.json]]
local cachedGlobArmorPaths = {}
local cachedGlobWeaponPaths = {}
local characterManager = sdk.get_managed_singleton("app.CharacterManager")
local itemManager = sdk.get_managed_singleton("app.ItemManager")
local GUIManager = sdk.get_managed_singleton("app.GuiManager")
local MDFXL_default_settings = {
allowAutoJsonCache = true,
isDEBUG = true,
showMDFXLConsole = true,
showMeshName = true,
showMaterialCount = true,
showPresetPath = false,
showMeshPath = true,
showMDFPath = true,
isEmissiveHighlightEnabled = false,
use_modifier = true,
hotkeys = {
["Modifier"] = "LControl",
["Update Preset Lists"] = "U",
["Emissive Highlighting"] = "E",
["Save Presets"] = "S",
},
}
local MDFXL_Master = {
DD2 = {
Armor = {
Helm = {ID = "Helm", Type = "Helm", MeshName = "", MeshPath = "", MDFPath = ""},
HelmSub = {ID = "HelmSub", Type = "Helm", MeshName = "", MeshPath = "", MDFPath = ""},
Face = {ID = "Facewear", Type = "Face", MeshName = "", MeshPath = "", MDFPath = ""},
Mantle = {ID = "Mantle", Type = "Mantle", MeshName = "", MeshPath = "", MDFPath = ""},
MantleSub = {ID = "MantleSub", Type = "Mantle", MeshName = "", MeshPath = "", MDFPath = ""},
Top = {ID = "Tops", Type = "Top", MeshName = "", MeshPath = "", MDFPath = ""},
TopAM = {ID = "TopsAm", Type = "Top", MeshName = "", MeshPath = "", MDFPath = ""},
TopAMs = {ID = "TopsAmSub", Type = "Top", MeshName = "", MeshPath = "", MDFPath = ""},
TopBD = {ID = "TopsBd", Type = "Top", MeshName = "", MeshPath = "", MDFPath = ""},
TopBDs = {ID = "TopsBdSub", Type = "Top", MeshName = "", MeshPath = "", MDFPath = ""},
TopBT = {ID = "TopsBt", Type = "Top", MeshName = "", MeshPath = "", MDFPath = ""},
TopBTs = {ID = "TopsBtSub", Type = "Top", MeshName = "", MeshPath = "", MDFPath = ""},
TopUw = {ID = "TopsUw", Type = "Top", MeshName = "", MeshPath = "", MDFPath = ""},
TopWB = {ID = "TopsWb", Type = "Top", MeshName = "", MeshPath = "", MDFPath = ""},
TopWBs = {ID = "TopsWbSub", Type = "Top", MeshName = "", MeshPath = "", MDFPath = ""},
Backpack = {ID = "Backpack", Type = "Backpack", MeshName = "", MeshPath = "", MDFPath = ""},
Pants = {ID = "Pants", Type = "Pants", MeshName = "", MeshPath = "", MDFPath = ""},
PantsLG = {ID = "PantsLg", Type = "Pants", MeshName = "", MeshPath = "", MDFPath = ""},
PantsLGs = {ID = "PantsLgSub", Type = "Pants", MeshName = "", MeshPath = "", MDFPath = ""},
PantsWL = {ID = "PantsWl", Type = "Pants", MeshName = "", MeshPath = "", MDFPath = ""},
PantsWLs = {ID = "PantsWlSub", Type = "Pants", MeshName = "", MeshPath = "", MDFPath = ""},
Underwear = {ID = "Underwear", Type = "Underwear", MeshName = "", MeshPath = "", MDFPath = ""},
},
ArmorParams = {
Helm = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
HelmSub = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
Facewear = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
Mantle = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
MantleSub = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
Tops = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
TopsAm = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
TopsAmSub = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
TopsBd = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
TopsBdSub = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
TopsBt = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
TopsBtSub = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
TopsUw = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
TopsWb = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
TopsWbSub = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
Backpack = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
Pants = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
PantsLg = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
PantsLgSub = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
PantsWl = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
PantsWlSub = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
Underwear = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
},
ArmorOrder = {
"Helm",
"HelmSub",
"Face",
"Mantle",
"MantleSub",
"Top",
"TopAM",
"TopAMs",
"TopBD",
"TopBDs",
"TopBT",
"TopBTs",
"TopUw",
"TopWB",
"TopWBs",
"Backpack",
"Pants",
"PantsLG",
"PantsLGs",
"PantsWL",
"PantsWLs",
"Underwear",
},
ArmorOutfitPresets = {},
Weapon = {
WP01R = {ID = "", Type = "WP01R", MeshName = "", MeshPath = "", MDFPath = ""},
},
WeaponParams = {
WP01R = {
Presets = {},
current_preset_indx = 1,
Materials = {},
Enabled = {},
Parts = {},
},
},
WeaponOrder = {
"WP01R"
}
}
}
local MDFXL = hk.merge_tables({}, MDFXL_Master) and hk.recurse_def_settings(json.load_file("MDF-XL/__Holders/_MaterialParamDefaultsHolder.json") or {}, MDFXL_Master)
local MDFXL_settings = hk.merge_tables({}, MDFXL_default_settings) and hk.recurse_def_settings(json.load_file("MDF-XL/MDF-XL_Settings.json") or {}, MDFXL_default_settings)
hk.setup_hotkeys(MDFXL_settings.hotkeys)
local function get_CharacterManager()
if characterManager == nil then characterManager = sdk.get_managed_singleton("app.CharacterManager") end
return characterManager
end
local function get_ItemManager()
if itemManager == nil then itemManager = sdk.get_managed_singleton("app.ItemManager") end
return itemManager
end
local function get_GUIManager()
if GUIManager == nil then GUIManager = sdk.get_managed_singleton("app.GuiManager") end
return GUIManager
end
local function check_if_playerIsInScene()
if characterManager then
local manualPlayer = characterManager:get_ManualPlayer()
local player = manualPlayer and manualPlayer:get_Valid()
if player then
isPlayerInScene = true
elseif not player then
isPlayerInScene = false
end
end
end
local function check_if_loadingScreen()
if GUIManager then
local loadingGUI = GUIManager:get_IsRequestLoadGUIScene()
if loadingGUI then
isNowLoading = true
elseif not loadingGUI then
isNowLoading = false
end
end
end
local function get_PlayerEquipmentMaterialParams_Manager(armorData, MDFXL_table)
for _, armor in pairs(armorData) do
if MDFXL_table[armor.ID] then
MDFXL_table[armor.ID].Materials = {}
MDFXL_table[armor.ID].Parts = {}
end
end
for _, armor in pairs(armorData) do
if MDFXL_table[armor.ID] then
local player = characterManager:get_ManualPlayer()
local playerEquipment = player and player:get_Valid() and player:get_GameObject():get_Transform():find(armor.ID)
if playerEquipment then
local playerArmor = playerEquipment:get_GameObject()
if playerArmor then
local render_mesh = playerArmor:call("getComponent(System.Type)", sdk.typeof("via.render.Mesh"))
if render_mesh then
local MatCount = render_mesh:call("get_MaterialNum")
local nativesMesh = render_mesh:getMesh()
local nativesMDF = render_mesh:get_Material()
nativesMesh = nativesMesh and nativesMesh:call("ToString()")
nativesMDF = nativesMDF and nativesMDF:call("ToString()")
if nativesMesh then
local meshPath = string.gsub(nativesMesh, "Resource%[", "natives/stm/")
local formattedMeshPath = string.gsub(meshPath, ".mesh%]", ".mesh")
armor.MeshPath = formattedMeshPath
if MDFXL_settings.isDEBUG then
log.info("[MDF-XL] " .. formattedMeshPath .. "]")
end
end
nativesMesh = nativesMesh and nativesMesh:match("([^/]-)%.mesh]$")
if nativesMesh then
armor.MeshName = nativesMesh
end
if nativesMDF then
local mdfPath = string.gsub(nativesMDF, "Resource%[", "natives/stm/")
local formattedMDFPath = string.gsub(mdfPath, ".mdf2%]", ".mdf2")
armor.MDFPath = formattedMDFPath
if MDFXL_settings.isDEBUG then
log.info("[MDF-XL] " .. formattedMDFPath .. "]")
end
end
for MatName, _ in pairs(MDFXL_table[armor.ID].Materials) do
local found = false
for i = 0, MatCount - 1 do
if MatName == render_mesh:call("getMaterialName", i) then
found = true
break
end
end
if not found then
MDFXL_table[armor.ID].Materials[MatName] = nil
end
end
local newPartNames = {}
for i = 0, MatCount - 1 do
local MatName = render_mesh:call("getMaterialName", i)
if MatName then
table.insert(newPartNames, MatName)
end
end
for PartIndex, PartName in ipairs(MDFXL_table[armor.ID].Parts) do
if not func.table_contains(newPartNames, PartName) then
table.remove(MDFXL_table[armor.ID].Parts, PartIndex)
table.remove(MDFXL_table[armor.ID].Enabled, PartIndex)
end
end
if MatCount then
for i = 0, MatCount - 1 do
local MatName = render_mesh:call("getMaterialName", i)
local MatParam = render_mesh:call("getMaterialVariableNum", i)
local EnabledMat = render_mesh:call("getMaterialsEnableIndices", i)
if MatName then
if not MDFXL.DD2.ArmorParams[armor.ID].Materials[MatName] then
MDFXL.DD2.ArmorParams[armor.ID].Materials[MatName] = {}
end
if not func.table_contains(MDFXL.DD2.ArmorParams[armor.ID].Parts, MatName) then
table.insert(MDFXL.DD2.ArmorParams[armor.ID].Parts, MatName)
end
if not MDFXL_MaterialParamUpdateHolder[MatName] then
MDFXL_MaterialParamUpdateHolder[MatName] = {}
end
if not func.table_contains(MDFXL_MaterialParamUpdateHolder[MatName], MatName) then
table.insert(MDFXL_MaterialParamUpdateHolder, MatName)
end
if EnabledMat then
if MDFXL.DD2.ArmorParams[armor.ID].current_preset_indx >= 1 or nil then
for k, _ in ipairs(MDFXL.DD2.ArmorParams[armor.ID].Parts) do
MDFXL.DD2.ArmorParams[armor.ID].Enabled[k] = true
end
end
end
if MatParam then
for j = 0, MatParam - 1 do
local MatParamNames = render_mesh:call("getMaterialVariableName", i, j)
local MatType = render_mesh:call("getMaterialVariableType", i, j)
if MatParamNames then
if not MDFXL.DD2.ArmorParams[armor.ID].Materials[MatName][MatParamNames] then
MDFXL.DD2.ArmorParams[armor.ID].Materials[MatName][MatParamNames] = {}
end
if not MDFXL_MaterialParamUpdateHolder[MatName][MatParamNames] then
MDFXL_MaterialParamUpdateHolder[MatName][MatParamNames] = {}
end
if not func.table_contains(MDFXL_MaterialParamUpdateHolder[MatName], MatParamNames) then
table.insert(MDFXL_MaterialParamUpdateHolder[MatName], MatParamNames)
end
MDFXL_MaterialParamUpdateHolder[MatName][MatParamNames].isMaterialParamUpdated = false
if MatType then
if MatType == 1 then
local MatType_Float = render_mesh:call("getMaterialFloat", i, j)
if not func.table_contains(MDFXL.DD2.ArmorParams[armor.ID].Materials[MatName][MatParamNames], MatType_Float) then
table.insert(MDFXL.DD2.ArmorParams[armor.ID].Materials[MatName][MatParamNames], MatType_Float)
end
elseif MatType == 4 then
local MatType_Float4 = render_mesh:call("getMaterialFloat4", i, j)
local MatType_Float4_New = {MatType_Float4.x, MatType_Float4.y, MatType_Float4.z, MatType_Float4.w}
local contains = false
for _, value in ipairs(MDFXL.DD2.ArmorParams[armor.ID].Materials[MatName][MatParamNames]) do
if #value == 4 then
value[1] = MatType_Float4_New[1]
value[2] = MatType_Float4_New[2]
value[3] = MatType_Float4_New[3]
value[4] = MatType_Float4_New[4]
contains = true
break
end
end
if not contains then
table.insert(MDFXL.DD2.ArmorParams[armor.ID].Materials[MatName][MatParamNames], MatType_Float4_New)
end
end
end
end
end
end
end
end
end
end
end
elseif not playerEquipment then
armor.MeshName = ""
MDFXL.DD2.ArmorParams[armor.ID].Materials = {}
MDFXL.DD2.ArmorParams[armor.ID].Parts = {}
MDFXL.DD2.ArmorParams[armor.ID].Enabled = {}
end
end
end
json.dump_file("MDF-XL/__Holders/_MaterialParamDefaultsHolder.json", MDFXL)
json.dump_file("MDF-XL/__Holders/_MaterialParamUpdateHolder.json", MDFXL_MaterialParamUpdateHolder)
end
local function get_PlayerArmamentMaterialParams_Manager(weaponData, MDFXL_table)
for _, weapon in pairs(weaponData) do
if MDFXL_table[weapon.Type] then
MDFXL_table[weapon.Type].Materials = {}
MDFXL_table[weapon.Type].Parts = {}
MDFXL_table[weapon.Type].Enabled = {}
end
end
for _, weapon in pairs(weaponData) do
local player = characterManager:get_ManualPlayer()
local playerTransforms = player and player:get_Valid() and player:get_GameObject():get_Transform()
local playerChildren = func.get_children(playerTransforms)
for i, child in pairs(playerChildren) do
local childStrings = child:call("ToString()")
local playerArmament = childStrings:match("wp[^1].*")
local found = false
if playerArmament and not found then
playerArmament = playerArmament:gsub("@.*", "")
weapon.ID = playerArmament
local playerEquipment = playerTransforms:find(playerArmament)
log.info("[MDF-XL] " .. weapon.ID .. " -- " .. i .."]")
if playerEquipment then
local playerWeapon = playerEquipment:get_GameObject()
if playerWeapon then
local render_mesh = playerWeapon:call("getComponent(System.Type)", sdk.typeof("via.render.Mesh"))
if render_mesh then
local MatCount = render_mesh:call("get_MaterialNum")
local nativesMesh = render_mesh:getMesh()
local nativesMDF = render_mesh:get_Material()
nativesMesh = nativesMesh and nativesMesh:call("ToString()")
nativesMDF = nativesMDF and nativesMDF:call("ToString()")
if nativesMesh then
local meshPath = string.gsub(nativesMesh, "Resource%[", "natives/stm/")
local formattedMeshPath = string.gsub(meshPath, ".mesh%]", ".mesh")
weapon.MeshPath = formattedMeshPath
if MDFXL_settings.isDEBUG then
log.info("[MDF-XL] " .. formattedMeshPath .. " -- " .. i .."]")
end
end
nativesMesh = nativesMesh and nativesMesh:match("([^/]-)%.mesh]$")
if nativesMesh then
weapon.MeshName = nativesMesh
end
if nativesMDF then
local mdfPath = string.gsub(nativesMDF, "Resource%[", "natives/stm/")
local formattedMDFPath = string.gsub(mdfPath, ".mdf2%]", ".mdf2")
weapon.MDFPath = formattedMDFPath
if MDFXL_settings.isDEBUG then
log.info("[MDF-XL] " .. formattedMDFPath .. " -- " .. i .."]")
end
end
for MatName, _ in pairs(MDFXL_table[weapon.Type].Materials) do
local found = false
for j = 0, MatCount - 1 do
if MatName == render_mesh:call("getMaterialName", j) then
found = true
break
end
end
if not found then
MDFXL_table[weapon.Type].Materials[MatName] = nil
end
end
local newPartNames = {}
for j = 0, MatCount - 1 do
local MatName = render_mesh:call("getMaterialName", j)
if MatName then
table.insert(newPartNames, MatName)
end
end
for PartIndex, PartName in ipairs(MDFXL_table[weapon.Type].Parts) do
if not func.table_contains(newPartNames, PartName) then
table.remove(MDFXL_table[weapon.Type].Parts, PartIndex)
table.remove(MDFXL_table[weapon.Type].Enabled, PartIndex)
end
end
if MatCount then
for j = 0, MatCount - 1 do
local MatName = render_mesh:call("getMaterialName", j)
local MatParam = render_mesh:call("getMaterialVariableNum", j)
local EnabledMat = render_mesh:call("getMaterialsEnableIndices", j)
if MatName then
if not MDFXL.DD2.WeaponParams[weapon.Type].Materials[MatName] then
MDFXL.DD2.WeaponParams[weapon.Type].Materials[MatName] = {}
end
if not func.table_contains(MDFXL.DD2.WeaponParams[weapon.Type].Parts, MatName) then
table.insert(MDFXL.DD2.WeaponParams[weapon.Type].Parts, MatName)
end
if not MDFXL_MaterialParamUpdateHolder[MatName] then
MDFXL_MaterialParamUpdateHolder[MatName] = {}
end
if not func.table_contains(MDFXL_MaterialParamUpdateHolder[MatName], MatName) then
table.insert(MDFXL_MaterialParamUpdateHolder, MatName)
end
if EnabledMat then
if MDFXL.DD2.WeaponParams[weapon.Type].current_preset_indx >= 1 or nil then
for k, _ in ipairs(MDFXL.DD2.WeaponParams[weapon.Type].Parts) do
MDFXL.DD2.WeaponParams[weapon.Type].Enabled[k] = true
end
end
end
if MatParam then
for k = 0, MatParam - 1 do
local MatParamNames = render_mesh:call("getMaterialVariableName", j, k)
local MatType = render_mesh:call("getMaterialVariableType", j, k)
if MatParamNames then
if not MDFXL.DD2.WeaponParams[weapon.Type].Materials[MatName][MatParamNames] then
MDFXL.DD2.WeaponParams[weapon.Type].Materials[MatName][MatParamNames] = {}
end
if not MDFXL_MaterialParamUpdateHolder[MatName][MatParamNames] then
MDFXL_MaterialParamUpdateHolder[MatName][MatParamNames] = {}
end
if not func.table_contains(MDFXL_MaterialParamUpdateHolder[MatName], MatParamNames) then
table.insert(MDFXL_MaterialParamUpdateHolder[MatName], MatParamNames)
end
MDFXL_MaterialParamUpdateHolder[MatName][MatParamNames].isMaterialParamUpdated = false
if MatType then
if MatType == 1 then
local MatType_Float = render_mesh:call("getMaterialFloat", j, k)
if not func.table_contains(MDFXL.DD2.WeaponParams[weapon.Type].Materials[MatName][MatParamNames], MatType_Float) then
table.insert(MDFXL.DD2.WeaponParams[weapon.Type].Materials[MatName][MatParamNames], MatType_Float)
end
elseif MatType == 4 then
local MatType_Float4 = render_mesh:call("getMaterialFloat4", j, k)
local MatType_Float4_New = {MatType_Float4.x, MatType_Float4.y, MatType_Float4.z, MatType_Float4.w}
local contains = false
for _, value in ipairs(MDFXL.DD2.WeaponParams[weapon.Type].Materials[MatName][MatParamNames]) do
if #value == 4 then
value[1] = MatType_Float4_New[1]
value[2] = MatType_Float4_New[2]
value[3] = MatType_Float4_New[3]
value[4] = MatType_Float4_New[4]
contains = true
break
end
end
if not contains then
table.insert(MDFXL.DD2.WeaponParams[weapon.Type].Materials[MatName][MatParamNames], MatType_Float4_New)
end
end
end
end
end
end
end
end
end
end
end
elseif not playerEquipment then
weapon.MeshName = ""
MDFXL.DD2.WeaponParams[weapon.Type].Materials = {}
MDFXL.DD2.WeaponParams[weapon.Type].Parts = {}
MDFXL.DD2.WeaponParams[weapon.Type].Enabled = {}
end
found = true
end
if found then
break
end
end
json.dump_file("MDF-XL/__Holders/_MaterialParamDefaultsHolder.json", MDFXL)
json.dump_file("MDF-XL/__Holders/_MaterialParamUpdateHolder.json", MDFXL_MaterialParamUpdateHolder)
end
end
local function dump_PlayerEquipmentMaterialParamDefaults(armorData)
for _, armor in pairs(armorData) do
local armorType = MDFXL.DD2.ArmorParams[armor.ID]
if armorType then
if armor.MeshName ~= "" then
json.dump_file("MDF-XL\\".. armor.Type .. "\\" .. armor.ID .. "\\" .. armor.MeshName .. "\\Default Preset.json", armorType)
end
end
end
end
local function dump_PlayerEquipmentMaterialParamCurrents(armorData)
for _, armor in pairs(armorData) do
local armorType = MDFXL.DD2.ArmorParams[armor.ID]
if armorType then
if armor.MeshName ~= "" then
json.dump_file("MDF-XL\\".. armor.Type .. "\\" .. armor.ID .. "\\" .. armor.MeshName .. "\\Current Preset.json", armorType)
end
end
end
end
local function dump_PlayerArmamentMaterialParamsDefaults(weaponData)
for _, weapon in pairs(weaponData) do
local weaponType = MDFXL.DD2.WeaponParams[weapon.Type]
if weaponType then
if weapon.MeshName ~= "" then
json.dump_file("MDF-XL\\Weapons\\" .. weapon.Type .. "\\" .. weapon.MeshName .. "\\Default Preset.json", weaponType)
end
end
end
end
local function dump_PlayerArmamentMaterialParamsCurrents(weaponData)
for _, weapon in pairs(weaponData) do
local weaponType = MDFXL.DD2.WeaponParams[weapon.Type]
if weaponType then
if weapon.MeshName ~= "" then
json.dump_file("MDF-XL\\Weapons\\" .. weapon.Type .. "\\" .. weapon.MeshName .. "\\Current Preset.json", weaponType)
end
end
end
end
local function cache_MDFXL_json_files(armorData, weaponData)
local MDFXL_outfitPresets = MDFXL.DD2.ArmorOutfitPresets
if MDFXL_outfitPresets then
local json_names = MDFXL.DD2.ArmorOutfitPresets or {}
local json_filepaths = fs.glob(cachedGlobOutfitPaths)
if json_filepaths then
for i, filepath in ipairs(json_filepaths) do
local name = filepath:match("^.+\\(.+)%.")
local nameExists = false
for j, existingName in ipairs(json_names) do
if existingName == name then
nameExists = true
break
end
end
if not nameExists then
if MDFXL_settings.isDEBUG then
log.info("[MDF-XL] [Loaded " .. filepath .. " for MDF-XL Outfit Manager]")
end
table.insert(json_names, name)
end
end
for i = #json_names, 1, -1 do
local nameExists = false
local name = json_names[i]
for _, filepath in ipairs(json_filepaths) do
if filepath:match("^.+\\(.+)%.") == name then
nameExists = true
break
end
end
if not nameExists then
if MDFXL_settings.isDEBUG then
log.info("[MDF-XL] [Removed " .. name .. " from MDF-XL Outfit Manager]")
end
table.remove(json_names, i)
end
end
else
if MDFXL_settings.isDEBUG then
log.info("[MDF-XL] [No MDF-XL Outfit Manager JSON files found.]")
end
end
end
for _, armor in pairs(armorData) do
local MDFXL_presets = MDFXL.DD2.ArmorParams[armor.ID]
if MDFXL_presets then
local json_names = MDFXL_presets.Presets or {}
local cacheKey = "MDF-XL\\" .. armor.Type .. "\\" .. armor.ID .. "\\" .. armor.MeshName
if not cachedGlobArmorPaths[cacheKey] then
local path = [[MDF-XL\\]] .. armor.Type .. [[\\]] .. armor.ID .. [[\\]] .. armor.MeshName .. [[\\.*.json]]
cachedGlobArmorPaths[cacheKey] = fs.glob(path)
end
local json_filepaths = cachedGlobArmorPaths[cacheKey]
if json_filepaths then
for i, filepath in ipairs(json_filepaths) do
local name = filepath:match("^.+\\(.+)%.")
local nameExists = false
for j, existingName in ipairs(json_names) do
if existingName == name then
nameExists = true
break
end
end
if not nameExists then
if MDFXL_settings.isDEBUG then
log.info("[MDF-XL] [Loaded " .. filepath .. " for " .. armor.MeshName .. "]")
end
table.insert(json_names, name)
end
end
for i = #json_names, 1, -1 do
local nameExists = false
local name = json_names[i]
for _, filepath in ipairs(json_filepaths) do
if filepath:match("^.+\\(.+)%.") == name then
nameExists = true
break
end
end
if not nameExists then
if MDFXL_settings.isDEBUG then
log.info("[MDF-XL] [Removed " .. name .. " from " .. armor.MeshName .. "]")
end
table.remove(json_names, i)
end
end
else
if MDFXL_settings.isDEBUG then
log.info("[MDF-XL] [No MDF-XL Armor JSON files found.]")
end
end
end
end
for _, weapon in pairs(weaponData) do
local MDFXL_presets = MDFXL.DD2.WeaponParams[weapon.Type]
if MDFXL_presets then
local json_names = MDFXL.DD2.WeaponParams[weapon.Type].Presets or {}
local cacheKey = "MDF-XL\\Weapons\\" .. weapon.Type .. "\\" .. weapon.MeshName
if not cachedGlobWeaponPaths[cacheKey] then
local path = [[MDF-XL\\Weapons\\]] .. weapon.Type .. [[\\]] .. weapon.MeshName .. [[\\.*.json]]
cachedGlobWeaponPaths[cacheKey] = fs.glob(path)
end
local json_filepaths = cachedGlobWeaponPaths[cacheKey]
if json_filepaths then
for i, filepath in ipairs(json_filepaths) do
local name = filepath:match("^.+\\(.+)%.")
local nameExists = false
for j, existingName in ipairs(json_names) do
if existingName == name then
nameExists = true
break
end
end
if not nameExists then
if MDFXL_settings.isDEBUG then
log.info("[MDF-XL] [Loaded " .. filepath .. " for " .. weapon.MeshName .. "]")
end
table.insert(json_names, name)
end
end
for i = #json_names, 1, -1 do
local nameExists = false
local name = json_names[i]
for _, filepath in ipairs(json_filepaths) do
if filepath:match("^.+\\(.+)%.") == name then
nameExists = true
break
end
end
if not nameExists then
if MDFXL_settings.isDEBUG then
log.info("[MDF-XL] [Removed " .. name .. " from " .. weapon.MeshName .. "]")
end
table.remove(json_names, i)
end
end
else
if MDFXL_settings.isDEBUG then
log.info("[MDF-XL] [No MDF-XL Weapon JSON files found.]")
end
end
end
end
end
cache_MDFXL_json_files(MDFXL.DD2.Armor, MDFXL.DD2.Weapon)
local function update_PlayerEquipmentMaterialParams_Manager(armorData, MDFXL_table)
for _, armor in pairs(armorData) do
if MDFXL_table[armor.ID] then
if MDFXL_table[armor.ID].isUpdated or isLoadingScreenBypass then
local player = characterManager:get_ManualPlayer()
local playerEquipment = player and player:get_Valid() and player:get_GameObject():get_Transform():find(armor.ID)
if playerEquipment then
local playerArmor = playerEquipment:get_GameObject()
if MDFXL_settings.isDEBUG then
log.info("[MDF-XL] update_PlayerEquipmentMaterialParams_Manager] " .. tostring(playerEquipment:call("ToString()")))
end
if playerArmor then
local render_mesh = playerArmor:call("getComponent(System.Type)", sdk.typeof("via.render.Mesh"))
if render_mesh then
local MatCount = render_mesh:call("get_MaterialNum")
if MatCount then
for i = 0, MatCount - 1 do
local MatName = render_mesh:call("getMaterialName", i)
local MatParam = render_mesh:call("getMaterialVariableNum", i)
local EnabledMat = render_mesh:call("getMaterialsEnableIndices", i)
if MatName then
if MatParam then
for k = 0, MatParam - 1 do
local MatParamNames = render_mesh:call("getMaterialVariableName", i, k)
local MatType = render_mesh:call("getMaterialVariableType", i, k)
if MDFXL_MaterialParamUpdateHolder[MatName][MatParamNames].isMaterialParamUpdated or isLoadingScreenBypass then
if MatParamNames then
if MatType then
if MatType == 1 then
render_mesh:call("setMaterialFloat", i, k, MDFXL.DD2.ArmorParams[armor.ID].Materials[MatName][MatParamNames][1])
end
if MatType == 4 then
local vec4 = MDFXL.DD2.ArmorParams[armor.ID].Materials[MatName][MatParamNames][1]
render_mesh:call("setMaterialFloat4", i, k, Vector4f.new(vec4[1], vec4[2], vec4[3], vec4[4]))
end
end
end
MDFXL_MaterialParamUpdateHolder[MatName][MatParamNames].isMaterialParamUpdated = false
end
end
end
end
if EnabledMat then
for j = 0, EnabledMat do
render_mesh:call("setMaterialsEnable", j, MDFXL.DD2.ArmorParams[armor.ID].Enabled[j + 1])
end
end
end
end
end
end
end
MDFXL_table[armor.ID].isUpdated = false
end
end
end
end
local function update_PlayerArmamentMaterialParams_Manager(weaponData, MDFXL_table)
for _, weapon in pairs(weaponData) do
if MDFXL_table[weapon.Type].isUpdated or isLoadingScreenBypass then
local player = characterManager:get_ManualPlayer()
local playerTransforms = player and player:get_Valid() and player:get_GameObject():get_Transform()
local playerChildren = func.get_children(playerTransforms)
for i, child in pairs(playerChildren) do
local childStrings = child:call("ToString()")
local playerArmament = childStrings:match("wp[^1].*")
if playerArmament then
playerArmament = playerArmament:gsub("@.*", "")
weapon.ID = playerArmament
local playerEquipment = playerTransforms:find(playerArmament)
if playerEquipment and weapon.ID ~= "" then
local playerWeapon = playerEquipment:get_GameObject()
if playerWeapon then
local render_mesh = playerWeapon:call("getComponent(System.Type)", sdk.typeof("via.render.Mesh"))
if render_mesh then
local MatCount = render_mesh:call("get_MaterialNum")
if MatCount then
for j = 0, MatCount - 1 do