sugarysyringe wrote: ↑Mon Apr 08, 2019 2:49 amI have no idea what this means, but I'm excited to see some progress!
Basically, instead of having a ton of value checks added directly to the script itself like I have for the bone names currently:
Code: Select all
fn BoneRename bk1 = (
case of (
default: (BoneName = ("Bone " + bk1 as string))
(bk1 == 1985717350):(BoneName = "root")
(bk1 == 1635567852):(BoneName = "spine1")
(bk1 == -1690135719):(BoneName = "spine2")
(bk1 == 849913290):(BoneName = "spine3")
(bk1 == -959180128):(BoneName = "spine4")
(bk1 == 1866343475):(BoneName = "spine5")
(bk1 == -1795129466):(BoneName = "spine6")
(bk1 == -147023454):(BoneName = "neck")
(et cetera, et cetera)
)
...I can just simplify the script to the following instead:
Code: Select all
TexHashNum = readlong db
for x = 1 to TexHashNum do(
TexHash2 = readlong db
TexHash1 = readlong db
TexString = readstring db
append TexHash_array (TexHash_struct TexHash1:TexHash1 TexHash2:TexHash2 TexString:TexString)
)
...and supply these additional files with the next script version, which are read in a similar manner to the model files themselves:
(Most of those are currently empty until I generate the pairs for the rest of the games, but you get the idea, I think.)