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Build resource for model loading #14

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AlexRazor1337 opened this issue Apr 5, 2020 · 0 comments
Open

Build resource for model loading #14

AlexRazor1337 opened this issue Apr 5, 2020 · 0 comments

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@AlexRazor1337
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  1. Encode model files by any tool(TODO)
  2. Analyze count of model files in directory(perhaps they are encoded or you don't need encoding)
  • If there are too few free ID's(you can add them in config), the script will give error and stop
  1. Generate client file with load/replace model/col/txd
  • ID's can be assigned randomly and then this will be saved to "assignment model" which will be JSON file with fields like: "file_name: model_id" e.g ("building: 13232")
  • ID's can be assigned from the existing assignment model (so it won't break existing work) and if there are new game files, the model will be updated
  • There are should be linking rules for some situations. By default, "file_name" will be loaded as dff+txd as a skin, dff+txd as a vehicle, dff+txd+col as a world object, probably differentiated by folder name. But sometimes few world models are having the same txd file. For simplicity, they should have the same substring in their name, so for e.g: World1.dff and World2.dff are using World.txd, so there are must be linking rule like World.txd: "World"
  1. Use metagen script to generate meta for the resource
  2. Use compiling script to compile client file
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