Update 25\02\10
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Changes:
- Tag structs now require a char string id so that should an error occur the block type can be printed to the console/debug for easier debugging.
- TagBase now requires a tag version;
- No longer necessary to declare pads in the struct, they are now added in the constructor.
Added:
- DynamicArray's and tag block elements can now be accessed with [index]'s.
- Fully mapped out scenario_structure_bsp definition.
- PackedFile object to create a data file with a generic struture that can be easily read by OS.
Fixed:
- Data fields were being loaded incorrectly when in nested blocks. Data is now loaded correctly.
Two new commands have been added this build:
- pack-files - Takes a directory of files and packs them into one file that OS can use.
- import-lightmap-uv - Replaces the lightmap UV's of a single bsp with those read from a matching obj file.
For the lightmap UV replacement you should wait until you have completely finished your BSP as tool can create different lightmap surface arrangements each time you run lightmaps so an obj created with an older bsp might not match a newer one, and you don't want to re-uv the bsp everytime you make a change. Also, you should ONLY change the UV's as changing the mesh can break the surface ordering and will cause problems. The workflow for using this with Aether would be:
- Finish the BSP completely.
- Export lightmaps with Aether.
- Re-UV the lightmaps and import.
- Recreate your Aether project and export everything again.
- Do your Max/Maya lighting as normal.
I can't guarantee every obj file format will work so if you have problems let me know.






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