mirror of
https://github.com/nillerusr/source-engine.git
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640 lines
20 KiB
C++
640 lines
20 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include <stdafx.h>
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#include "MapWorld.h"
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#include "MessageWnd.h"
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#include "IEditorTexture.h"
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#include "GlobalFunctions.h"
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#include "TextureSystem.h"
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#include "TextureConverter.h"
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#include "filesystem.h"
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#include "Hammer.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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CProgressDlg * CTextureConverter::m_pProgDlg;
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int CTextureConverter::m_nSolidCount;
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int CTextureConverter::m_nFaceCount;
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int CTextureConverter::m_nDecalCount;
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int CTextureConverter::m_nCurrentSolid;
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int CTextureConverter::m_nCurrentDecal;
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int CTextureConverter::m_nSuccesses;
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int CTextureConverter::m_nErrors;
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int CTextureConverter::m_nSkipped;
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int CTextureConverter::m_nWarnings;
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//-----------------------------------------------------------------------------
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// Purpose: Reset counters.
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// Input :
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// Output : Counters all reset to 0.
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//-----------------------------------------------------------------------------
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void CTextureConverter::Initialize( void )
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{
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m_nSolidCount = 0;
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m_nCurrentSolid = 0;
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m_nFaceCount = 0;
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m_nDecalCount = 0;
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m_nCurrentDecal = 0;
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m_nSuccesses = 0;
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m_nErrors = 0;
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m_nSkipped = 0;
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m_nWarnings = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Recurse through the contents of the map, passing solid objects on
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// to be converted.
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// Input : pWorld - pointer to the map to have textures converted.
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// Output : All solid faces and decals in the world have WAD3 textures
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// converted to VMT.
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//-----------------------------------------------------------------------------
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void CTextureConverter::ConvertWorldTextures( CMapWorld * pWorld )
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{
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Initialize();
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// Bring the message window to the front, to display conversion info
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g_pwndMessage->Activate();
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Msg( mwStatus, "Converting textures from WAD to VMT format..." );
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// Set up a progress meter dialogue
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m_pProgDlg = new CProgressDlg;
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m_pProgDlg->Create();
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m_pProgDlg->SetStep( 1 );
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m_pProgDlg->SetWindowText( "Preparing to convert textures..." );
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// Run the converter
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ConvertSolids( pWorld );
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ConvertDecals( pWorld );
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DisplayStatistics();
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// Destroy the progress meter
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if ( m_pProgDlg )
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{
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m_pProgDlg->DestroyWindow();
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delete m_pProgDlg;
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m_pProgDlg = NULL;
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}
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AfxMessageBox( "Conversion complete. Check the Hammer \"Messages\" window for complete details." );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Recurse through the contents of the map, passing solid objects on
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// to be converted.
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// Input : pWorld - pointer to the map to have textures converted.
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// Output : All solid faces in the world have WAD3 textures converted to VMT.
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//-----------------------------------------------------------------------------
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void CTextureConverter::ConvertSolids( CMapWorld * pWorld )
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{
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// Count total map solids so we know how many we have to do (for progress meter).
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pWorld->EnumChildren( ENUMMAPCHILDRENPROC( CountMapSolids ), 0, MAPCLASS_TYPE( CMapSolid ) );
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m_pProgDlg->SetRange( 0, m_nSolidCount );
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m_pProgDlg->SetStep( 2 );
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m_pProgDlg->SetWindowText( "Converting solids..." );
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// Cycle through the solids again and convert as necessary.
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pWorld->EnumChildren( ENUMMAPCHILDRENPROC( CheckSolidTextures ), 0, MAPCLASS_TYPE( CMapSolid ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Enumeration function, increment the solids counter.
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// Input :
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// Output : Always return true to continue enumerating.
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//-----------------------------------------------------------------------------
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bool CTextureConverter::CountMapSolids( CMapSolid *, DWORD )
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{
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m_nSolidCount++;
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return true; // return true to continue enumerating
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}
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//-----------------------------------------------------------------------------
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// Purpose: Enumeration function, check all the faces of a solid for texture conversion
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// Input : pSolid - map solid to be checked.
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// Output : Always return true to continue enumerating.
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//-----------------------------------------------------------------------------
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bool CTextureConverter::CheckSolidTextures( CMapSolid * pSolid, DWORD )
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{
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int nFaceCount;
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m_nCurrentSolid++;
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if ( m_nCurrentSolid % 100 == 0 )
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m_pProgDlg->SetPos( m_nCurrentSolid );
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// check each face of the solid
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nFaceCount = pSolid->GetFaceCount();
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while( nFaceCount-- )
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{
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CheckFaceTexture( pSolid->GetFace( nFaceCount ) );
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}
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return true; // return true to continue enumerating
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check the texture of a face to determine if conversion is necessary.
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// Input : pFace - a map face.
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// Output :
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//-----------------------------------------------------------------------------
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void CTextureConverter::CheckFaceTexture( CMapFace * pFace )
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{
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m_nFaceCount++;
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// Criteria for needing conversion is a) being a dummy texture AND b) having no slashes
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// in the texture name.
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if ( !pFace->GetTexture()->IsDummy() )
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{
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m_nSkipped++;
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return;
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}
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if ( strchr( pFace->GetTexture()->GetName(), '/') != NULL )
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{
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m_nSkipped++;
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return;
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}
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ConvertFaceTexture( pFace );
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}
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bool TextureEndsIn( const char *pTextureName, const char *pEnd )
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{
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const char *pLast = strrchr( pTextureName, '\\' );
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if ( strrchr( pTextureName, '/' ) > pLast )
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pLast = strrchr( pTextureName, '/' );
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if ( pLast )
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return stricmp( pLast+1, pEnd ) == 0;
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else
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return stricmp( pTextureName, pEnd ) == 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determine if any materials match the old texture of a face and replace
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// appropriately.
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// Input : pFace - a map face known to need conversion.
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// Output :
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//-----------------------------------------------------------------------------
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void CTextureConverter::ConvertFaceTexture( CMapFace * pFace )
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{
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EditorTextureList_t tlMatches;
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IEditorTexture *pNewTexture;
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const char *pTextureName = pFace->GetTexture()->GetName();
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// Check for SKY and SKIP brushes.
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char *replacements[][2] =
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{
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{ "sky", "tools/toolsskybox" },
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{ "skip", "tools/toolsskip" },
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{ "aaatrigger", "tools/toolstrigger" },
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{ "hint", "tools/toolshint" },
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{ "clip", "tools/toolsclip" },
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{ "null", "tools/toolsnodraw" }
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};
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for ( int i=0; i < sizeof( replacements ) / sizeof( replacements[0] ); i++ )
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{
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if ( TextureEndsIn( pTextureName, replacements[i][0] ) )
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{
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pNewTexture = g_Textures.FindActiveTexture( replacements[i][1] );
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if ( pNewTexture )
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{
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ReplaceFaceTexture( pFace, pNewTexture );
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return;
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}
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}
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}
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GetNewTextureMatches( pTextureName, tlMatches );
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switch( tlMatches.Count() )
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{
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case 0:
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MsgConvertFace( pFace, "ERROR: No matching material. Cannot convert." );
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m_nErrors++;
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break;
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case 1:
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pNewTexture = tlMatches.Element(0);
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ReplaceFaceTexture( pFace, pNewTexture );
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break;
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default:
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// Multiple matches. For now, just use the first.
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pNewTexture = tlMatches.Element(0);
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ReplaceFaceTexture( pFace, pNewTexture );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Recurse through the contents of the map, passing decal objects on
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// to be converted.
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// Input : pWorld - pointer to the map to have textures converted.
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// Output : All decals in the world have WAD3 textures converted to VMT.
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//-----------------------------------------------------------------------------
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void CTextureConverter::ConvertDecals( CMapWorld * pWorld )
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{
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// Count total map decals so we know how many we have to do (for progress meter).
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pWorld->EnumChildren( ENUMMAPCHILDRENPROC( CountMapDecals ), 0, MAPCLASS_TYPE( CMapEntity ) );
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m_pProgDlg->SetRange( 0, m_nDecalCount );
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m_pProgDlg->SetStep( 3 );
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m_pProgDlg->SetWindowText( "Converting decals..." );
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// Cycle through the solids again and convert as necessary.
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pWorld->EnumChildren( ENUMMAPCHILDRENPROC( CheckDecalTextures ), 0, MAPCLASS_TYPE( CMapEntity ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Enumeration function, increment the decals counter if entity is a decal.
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// Input :
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// Output : Always return true to continue enumerating.
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//-----------------------------------------------------------------------------
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bool CTextureConverter::CountMapDecals( CMapEntity * pEnt, DWORD )
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{
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if ( !strcmp( pEnt->GetClassName(), "infodecal" ) )
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m_nDecalCount++;
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return true; // return true to continue enumerating
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}
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//-----------------------------------------------------------------------------
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// Purpose: Enumeration function, check a decal's texture to determine if
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// conversion is necessary.
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// Input : pEnt - map decal to be checked.
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// Output : Always return true to continue enumerating.
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//-----------------------------------------------------------------------------
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bool CTextureConverter::CheckDecalTextures( CMapEntity * pEnt, DWORD )
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{
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if ( strcmp( pEnt->GetClassName(), "infodecal" ) )
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return true; // not a decal, return true to continue enumerating
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m_nCurrentDecal++;
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m_pProgDlg->SetPos( m_nCurrentDecal );
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if ( strchr( pEnt->GetKeyValue( "texture" ), '/') != NULL )
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{
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m_nSkipped++;
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}
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else
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{
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ConvertDecalTexture( pEnt );
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}
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return true; // return true to continue enumerating
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determine if any materials match the old texture of a decal and replace
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// appropriately.
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// Input : pEnt - a map decal known to need conversion.
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// Output :
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//-----------------------------------------------------------------------------
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void CTextureConverter::ConvertDecalTexture( CMapEntity * pEnt )
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{
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EditorTextureList_t tlMatches;
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IEditorTexture *pNewTexture;
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GetNewTextureMatches( pEnt->GetKeyValue( "texture" ), tlMatches );
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switch( tlMatches.Count() )
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{
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case 0:
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MsgConvertDecal( pEnt, "ERROR: No matching material. Cannot convert." );
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m_nErrors++;
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break;
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case 1:
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pNewTexture = tlMatches.Element(0);
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ReplaceDecalTexture( pEnt, pNewTexture );
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break;
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default:
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// Multiple matches. For now, just use the first.
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pNewTexture = tlMatches.Element(0);
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MsgConvertDecal( pEnt, "WARNING: Multiple matches found. Using first match (%s).", pNewTexture->GetName() );
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m_nWarnings++;
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ReplaceDecalTexture( pEnt, pNewTexture );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Look for material matches for an old texture and add them to a list.
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// Input : pszOldName - old texture name.
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// pMatchList - empty texture list.
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// Output : pMatchList - texture list is filled in with matching material textures.
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//-----------------------------------------------------------------------------
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void CTextureConverter::GetNewTextureMatches( const char * pszOldName, EditorTextureList_t &tlMatchList )
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{
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IEditorTexture * pTexture;
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int nIndex;
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nIndex = 0;
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pTexture = g_Textures.EnumActiveTextures( &nIndex, tfVMT );
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// loop through all VMT textures
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while ( pTexture != NULL )
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{
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if ( TextureNameMatchesMaterialName( pszOldName, pTexture->GetName() ) ) // check for a match
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{
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tlMatchList.AddToTail( pTexture );
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}
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pTexture = g_Textures.EnumActiveTextures( &nIndex, tfVMT );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Compare an old texture name to a new material name.
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// Input : pszTextureName - Old texture name.
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// pszMaterialName - New material name.
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// Output : Return true if the old texture name is the same (case insensitive)
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// as the last token (delimiter '/') of the new material name, otherwise
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// return false.
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//-----------------------------------------------------------------------------
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bool CTextureConverter::TextureNameMatchesMaterialName( const char * pszTextureName, const char * pszMaterialName )
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{
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const char * pszPartialMaterialName; // sublocation of the material name
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pszPartialMaterialName = strrchr( pszMaterialName, '/' ); // Find the last '/'
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if ( pszPartialMaterialName != NULL)
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{
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pszPartialMaterialName++; // Point to the character after the '/'
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}
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else
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{
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pszPartialMaterialName = pszMaterialName; // No slashes found, just point to the name
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}
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// No '/' found in the VMT name, or the name ended in a '/'. This shouldn't happen.
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if ( ( pszPartialMaterialName == NULL ) || strlen( pszPartialMaterialName ) == 0 )
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return false;
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if ( stricmp( pszTextureName, pszPartialMaterialName ) == 0 )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Change the texture on a face, re-scaling if possible.
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// Input : pFace - a map face
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// pNewTexture - texture to place on the map face.
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// Output : pFace has a new texture pointer set.
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//-----------------------------------------------------------------------------
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void CTextureConverter::ReplaceFaceTexture( CMapFace * pFace, IEditorTexture * pNewTexture )
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{
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if ( !pNewTexture->Load() ) // make sure new texture is loaded
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{
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MsgConvertFace( pFace, "WARNING: Couldn't load new material. Texture converted but not re-scaled." );
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m_nWarnings++;
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}
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RescaleFaceTexture( pFace, pNewTexture );
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pFace->SetTexture( pNewTexture );
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m_nSuccesses++;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Change the texture on a decal
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// Input : pEntity - a map decal
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// pNewTexture - texture to place on the map face.
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// Output : pEnt has a new texture set
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//-----------------------------------------------------------------------------
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void CTextureConverter::ReplaceDecalTexture( CMapEntity * pEnt, IEditorTexture * pNewTexture )
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{
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pEnt->SetKeyValue( "texture", pNewTexture->GetName() );
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m_nSuccesses++;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find a WAD3 texture based on a name search.
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// Input : pszName - name of the texture to search for.
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// Output : return a texture if found, otherwise NULL.
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//-----------------------------------------------------------------------------
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IEditorTexture * CTextureConverter::FindWAD3Texture( const char * pszName )
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{
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IEditorTexture * pTexture;
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int nIndex;
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nIndex = 0;
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pTexture = g_Textures.EnumActiveTextures( &nIndex, tfWAD3 );
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// loop through all the WAD3 textures
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while ( pTexture != NULL )
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{
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if ( !strcmp( pTexture->GetName(), pszName ) ) //check for exact match
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return pTexture;
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pTexture = g_Textures.EnumActiveTextures( &nIndex, tfWAD3 );
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Change the scale and shift values of a texture, based on old texture
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// image dimensions compared to new texture image dimensions.
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// Input : pFace - map face that the texture to be scaled is on.
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// pOldTexture - the old texture.
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// pNewTexture - the new texture.
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// Output : pFace->scale and pface->texture are modified if either the height or
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// width (or both) of the texture has changed.
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//-----------------------------------------------------------------------------
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void CTextureConverter::RescaleFaceTexture( CMapFace * pFace, IEditorTexture * pNewTexture )
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{
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int nNewWidth;
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int nNewHeight;
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int nOldWidth = -1;
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int nOldHeight = -1;
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// First look for the .resizeinfo in the mod dir (hl2\dod), then the game dir (hl2\hl2).
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char resizeInfoFilename[512];
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Q_snprintf( resizeInfoFilename, sizeof( resizeInfoFilename ), "materials\\%s.resizeinfo", pNewTexture->GetName() );
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FileHandle_t fp = g_pFileSystem->Open( resizeInfoFilename, "rt" );
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if ( !fp )
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{
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return;
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}
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char line[512];
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int nScanned = 0;
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if ( g_pFullFileSystem->ReadLine( line, sizeof( line ), fp ) )
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{
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nScanned = sscanf( line, "%d %d", &nOldWidth, &nOldHeight );
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}
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g_pFileSystem->Close( fp );
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if ( nScanned != 2 || nOldWidth < 0 || nOldHeight < 0 || nOldWidth > 5000 || nOldHeight > 5000 )
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return;
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nNewWidth = pNewTexture->GetWidth();
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nNewHeight = pNewTexture->GetHeight();
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// Divide by 0 checks
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if ( ( nOldWidth == 0 ) || ( nOldHeight == 0 ) )
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{
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MsgConvertFace( pFace,
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"WARNING: Invalid old texture dimensions (%dx%d). Texture converted but not re-scaled.",
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nOldWidth,
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nOldHeight
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);
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m_nWarnings++;
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return;
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}
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// Divide by 0 checks
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if ( ( nNewWidth == 0 ) || ( nNewHeight == 0 ) )
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{
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MsgConvertFace( pFace,
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"WARNING: Invalid new material dimensions (%dx%d). Texture converted but not re-scaled.",
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nNewWidth,
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nNewHeight
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);
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m_nWarnings++;
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return;
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}
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if ( nOldWidth != nNewWidth )
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{
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// Adjust the width scale by an old to new ratio
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pFace->texture.scale[ 0 ] = pFace->texture.scale[ 0 ] * nOldWidth / nNewWidth;
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// Adjust the height shift by a new to old ratio
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|
pFace->texture.UAxis[ 3 ] = pFace->texture.UAxis[ 3 ] * nNewWidth / nOldWidth;
|
|
}
|
|
|
|
if ( nOldHeight != nNewHeight )
|
|
{
|
|
// Adjust the height scale by an old to new ratio
|
|
pFace->texture.scale[ 1 ] = pFace->texture.scale[ 1 ] * nOldHeight / nNewHeight;
|
|
|
|
// Adjust the height shift by a new to old ratio
|
|
pFace->texture.VAxis[ 3 ] = pFace->texture.VAxis[ 3 ] * nNewHeight / nOldHeight;
|
|
}
|
|
|
|
pFace->CalcTextureCoords(); // recompute internals base on the new scaling and shifting.
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Send a message to WC's message window about the specified face.
|
|
// Input : pFace - The map face the message relates to
|
|
// format - The message format string, *printf style
|
|
// ... - The remaining arguments of the *printf style message
|
|
// Output : A status message is sent to the WC message window.
|
|
//-----------------------------------------------------------------------------
|
|
void CTextureConverter::MsgConvertFace( CMapFace * pFace, const char * format, ... )
|
|
{
|
|
va_list ptr;
|
|
char message[ 1024 ];
|
|
Vector vecFaceCenter;
|
|
|
|
pFace->GetCenter( vecFaceCenter );
|
|
|
|
va_start( ptr, format );
|
|
_vsnprintf( message, 1024, format, ptr );
|
|
va_end( ptr );
|
|
|
|
Msg( mwStatus,
|
|
"[face] %s at (%d,%d,%d): %s",
|
|
pFace->GetTexture()->GetName(),
|
|
(int)vecFaceCenter[ 0 ],
|
|
(int)vecFaceCenter[ 1 ],
|
|
(int)vecFaceCenter[ 2 ],
|
|
message
|
|
);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Send a message to WC's message window about the specified decal.
|
|
// Input : pEnt - The map decal the message relates to
|
|
// format - The message format string, *printf style
|
|
// ... - The remaining arguments of the *printf style message
|
|
// Output : A status message is sent to the WC message window.
|
|
//-----------------------------------------------------------------------------
|
|
void CTextureConverter::MsgConvertDecal( CMapEntity * pEnt, const char * format, ... )
|
|
{
|
|
va_list ptr;
|
|
char message[ 1024 ];
|
|
Vector vecOrigin;
|
|
|
|
pEnt->GetOrigin( vecOrigin );
|
|
|
|
va_start( ptr, format );
|
|
_vsnprintf( message, 1024, format, ptr );
|
|
va_end( ptr );
|
|
|
|
Msg( mwStatus,
|
|
"[decal] %s at (%d,%d,%d): %s",
|
|
pEnt->GetKeyValue("texture"),
|
|
(int) vecOrigin.x,
|
|
(int) vecOrigin.y,
|
|
(int) vecOrigin.z,
|
|
message
|
|
);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Display information about the full conversion process.
|
|
// Input :
|
|
// Output : Values of the counters are logged.
|
|
//-----------------------------------------------------------------------------
|
|
void CTextureConverter::DisplayStatistics( void )
|
|
{
|
|
Msg( mwStatus, "==================" );
|
|
Msg( mwStatus, "Conversion summary:" );
|
|
Msg( mwStatus, "==================" );
|
|
Msg( mwStatus, "Total solids: %10d", m_nSolidCount );
|
|
Msg( mwStatus, "Total faces: %10d", m_nFaceCount );
|
|
Msg( mwStatus, "Total decals: %10d", m_nDecalCount );
|
|
Msg( mwStatus, "Total conversions: %10d", m_nFaceCount + m_nDecalCount );
|
|
Msg( mwStatus, "Successful conversions: %10d", m_nSuccesses );
|
|
Msg( mwStatus, "Skipped conversions %10d", m_nSkipped );
|
|
Msg( mwStatus, "Conversion errors: %10d", m_nErrors );
|
|
Msg( mwStatus, "Conversion warnings: %10d", m_nWarnings );
|
|
}
|