Commit graph

338 commits

Author SHA1 Message Date
Ammar Askar
06061f1d41 Remove old useless debug prints 2023-07-28 21:24:41 -04:00
Ammar Askar
a49242c413 Fix issues with scenegraph file names having wrong ResourceKeys 2023-07-28 21:07:57 -04:00
Ammar Askar
973679a5ab Start trying to load lot imposters 2023-07-28 15:31:50 -04:00
Nahuel Rocchetti
be6851464e replace scenegraph group id with variable where appropriate 2023-07-28 14:18:47 -03:00
Nahuel Rocchetti
6387334cf8 Merge branch 'master' of https://github.com/LazyDuchess/OpenTS2 2023-07-28 14:04:19 -03:00
Nahuel Rocchetti
9a5db9ea1c make hood rendering more accurate 2023-07-28 14:04:17 -03:00
Ammar Askar
8c05df8a6c Temporary ugly roads 2023-07-28 11:23:05 -04:00
Nahuel Rocchetti
7c9b8cac3c f2 smooth terrain tool 2023-07-28 04:29:04 -03:00
Nahuel Rocchetti
a9b19dc6e9 Fix mesh to floatarray conversion 2023-07-28 02:27:14 -03:00
Nahuel Rocchetti
bf76ce1c32 Update DBPFCompression.cs 2023-07-28 02:06:48 -03:00
Nahuel Rocchetti
4676f94211 revert compression changes 2023-07-28 02:05:06 -03:00
Nahuel Rocchetti
6bc5f9c37f revert compression changes 2023-07-28 01:57:28 -03:00
Nahuel Rocchetti
fb5a3361e9 Debug terrain editing 2023-07-28 01:14:05 -03:00
Nahuel Rocchetti
f74645bb30 Fix underwater fog in standardmaterial 2023-07-27 21:14:34 -03:00
Nahuel Rocchetti
159df4d1ac Adjust shores 2023-07-27 20:43:58 -03:00
Nahuel Rocchetti
28951e769b Water Reflections 2023-07-27 20:25:32 -03:00
Nahuel Rocchetti
e05d85a3c7 Cache terrain gameobject and textures 2023-07-27 17:29:41 -03:00
Nahuel Rocchetti
316b6ca209 shore adjustments 2023-07-27 17:23:59 -03:00
Nahuel Rocchetti
61b578cd4f Merge branch 'master' of https://github.com/LazyDuchess/OpenTS2 2023-07-27 16:58:37 -03:00
Nahuel Rocchetti
af89b84bed Pure shores 2023-07-27 16:58:34 -03:00
Nahuel Rocchetti
4c2f223765
Merge pull request #40 from ammaraskar/coord_fix
Add gameobject to transform from sims2 space to unity
2023-07-27 15:28:03 -03:00
Nahuel Rocchetti
ba96d61f60 Water placeholder 2023-07-27 15:27:32 -03:00
Ammar Askar
7e40192a3c
Merge branch 'master' into coord_fix 2023-07-27 14:21:40 -04:00
Ammar Askar
c9010e20ff Add gameobject to transform from sims2 space to unity
Previously we were using an ad-hoc system where we were rotating
meshes to -90 on the x-axis and applying a -1 scale to them. This
worked to show them properly but meant that because our coordinate
system was flipped all rotations from the game had to be inverted
from a right-hand system to a left-hand system.

This change introduces a simRotations object that all the meshes
sit under that takes raw rotations from the game. The parent game
object then converts these all at once into the unity space.

All rotations from the game should now be applied to this simRotations
object, we should likely move this ScenegraphResourceAsset generated
game object into a helper MonoBehavior to make this easier to use.
2023-07-27 14:17:30 -04:00
Nahuel Rocchetti
5b27d12282 TerrainType system 2023-07-27 15:11:54 -03:00
Nahuel Rocchetti
b3875625b8 use quaternion for rotation workaround 2023-07-27 12:14:45 -03:00
Ammar Askar
af8f67a56d Temporary fix for bridge orientation 2023-07-27 00:48:40 -04:00
Nahuel Rocchetti
b2995b769b
Merge pull request #39 from ammaraskar/scenegraph_txmt
Render bridges in neighborhood decorations
2023-07-26 23:29:05 -03:00
Ammar Askar
15b82057ad Render bridges used as neighborhood decorations 2023-07-26 22:00:52 -04:00
Nahuel Rocchetti
303a786589 i'm kinda dumb 2023-07-26 22:01:53 -03:00
Ammar Askar
8347e94fb3 Refactor some neighborhood decoration code 2023-07-26 20:56:46 -04:00
Nahuel Rocchetti
0acd2f6227 Delete lightmaps as needed 2023-07-26 21:51:22 -03:00
Nahuel Rocchetti
c1f53204f8 Height map shadows 2023-07-26 21:44:11 -03:00
Nahuel Rocchetti
c5eb3a1d7f Basic lightmap setup 2023-07-26 21:33:10 -03:00
Nahuel Rocchetti
d1785758f4
Merge pull request #38 from ammaraskar/scenegraph_txmt
Read cTransformNode blocks as part of Scenegraph collections.
2023-07-26 20:44:08 -03:00
Nahuel Rocchetti
d282ecf4c5 Fix typo, hood deco rotation 2023-07-26 20:19:19 -03:00
Ammar Askar
4e335f5db4 Read cTransformNode blocks as part of Scenegraph collections.
I assumed these cTransformNodes only existed as part of cResourceNode
but it looks like they can come up by themselves. Adding this now
allows all neighborhood decoration resources to be loaded.
2023-07-26 19:00:15 -04:00
Nahuel Rocchetti
7ad31c8440
Merge pull request #37 from ammaraskar/scenegraph_txmt
Change vec2 to vec3 in neighborhood decoration deserialization.
2023-07-26 19:35:15 -03:00
Ammar Askar
b1702db774 Change vec2 to vec3 in neighborhood decoration deserialization.
Whoops, this was causing an error with deserialization. Also
finished up the TODO and added a neighborhood that actually
use this type of decoration.
2023-07-26 18:29:51 -04:00
Nahuel Rocchetti
9116713f60
Merge pull request #36 from ammaraskar/scenegraph_txmt
Start showing neighborhood prop decorations
2023-07-26 18:50:20 -03:00
Ammar Askar
e204d8475c Start showing neighborhood prop decorations 2023-07-26 17:08:56 -04:00
Ammar Askar
9cda67d427 Fix index out of bounds in DXT3 conversion when width goes below 4 2023-07-26 17:03:59 -04:00
Nahuel Rocchetti
0590372988 update terrain shader epsilon 2023-07-26 14:33:01 -03:00
Nahuel Rocchetti
9ebdc615a0
Merge pull request #35 from ammaraskar/scenegraph_txmt
Render neighboorhood flora decorations
2023-07-26 08:56:14 -03:00
Nahuel Rocchetti
f850022951 Refactor resource management a little 2023-07-26 08:44:01 -03:00
Nahuel Rocchetti
a091cc8e61 Fix Scenegraph GC, Neighborhood Codec Test and GC Meshes 2023-07-26 08:07:48 -03:00
Ammar Askar
f9c1b104dc Start rendering flora decorations in the neighborhood 2023-07-25 23:44:51 -04:00
Ammar Askar
d7d20efaa2 Add code to render a scenegraph CRES object.
This adds utility functions to fully render out a CRES scenegraph
hierarchy from its model to its materials.
2023-07-25 22:42:03 -04:00
Nahuel Rocchetti
275b4982de
Merge pull request #34 from ammaraskar/scenegraph_txmt
Start reading GMND, SHPE and RES scenegraph files.
2023-07-25 17:03:20 -03:00
Ammar Askar
878e796b64 Start reading GMND, SHPE and RES scenegraph files.
This finishes out the basic structure needed to read all the
different file formats involved in models in scenegraph. While
we don't support animations/bones yet, all the pieces to go from
a RES file to having it be rendered in unity with materials is
now structured out.

Almost all the fields in the internal Scenegraph datastructures
have been reverse engineered, so this codebase is likely now the
best resource when it comes to parsing Scenegraph files.
2023-07-25 13:59:02 -04:00