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https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
Fix items overriding textures for characters.
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parent
e092ba9792
commit
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@ -1,17 +1,19 @@
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[gd_resource type="ModelVisual" load_steps=4 format=2]
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[ext_resource path="res://modules/species/Human/Female/character_textures/100_seamless/armor_green_scarf.png" type="Texture" id=1]
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[ext_resource path="res://modules/species/Human/Female/character_textures/100_seamless/armor_green_scarf_v3.png" type="Texture" id=1]
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[sub_resource type="ModelVisualEntry" id=1]
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texture = ExtResource( 1 )
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texture_female = ExtResource( 1 )
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override_layer = 5
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entity_type = 1
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bone = 4
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entry_0/texture = ExtResource( 1 )
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[sub_resource type="ModelVisualEntry" id=2]
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texture = ExtResource( 1 )
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texture_female = ExtResource( 1 )
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override_layer = 5
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entity_type = 1
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bone = 3
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entry_0/texture = ExtResource( 1 )
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[resource]
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layer = 5
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visual_spine_1 = SubResource( 1 )
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visual_spine_2 = SubResource( 2 )
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get_visual_entries = [ SubResource( 1 ), SubResource( 2 ) ]
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@ -21,7 +21,6 @@
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[ext_resource path="res://modules/species/Human/Female/character_textures/100_seamless/armor_simple_v2.png" type="Texture" id=19]
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[ext_resource path="res://modules/species/Human/Female/character_textures/100_seamless/armor_green_scarfv2.png" type="Texture" id=20]
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[sub_resource type="ModelVisualEntry" id=1]
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entry_0/mesh = ExtResource( 4 )
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entry_0/texture = ExtResource( 20 )
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@ -20,7 +20,6 @@
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[ext_resource path="res://modules/species/Human/Female/character_textures/100_seamless/armor_green_scarf.png" type="Texture" id=18]
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[ext_resource path="res://modules/species/Human/Female/character_textures/100_seamless/armor_red_scarf.png" type="Texture" id=19]
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[sub_resource type="ModelVisualEntry" id=1]
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entry_0/mesh = ExtResource( 1 )
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entry_0/texture = ExtResource( 16 )
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@ -144,6 +144,8 @@ func _build_model():
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func build():
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setup_build_mesh()
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sort_layers()
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var data : Array = Array()
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for skele_point in range(ESS.skeletons_bones_index_get(entity_type).count(',') + 1):
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@ -155,22 +157,23 @@ func build():
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var bone_idx : int = skeleton.find_bone(bone_name)
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var ddict : Dictionary = Dictionary()
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for j in range(get_model_entry_count(skele_point)):
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var entry : SkeletonModelEntry = get_model_entry(skele_point, j)
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if entry.entry.get_mesh(model_index) != null:
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var ddict : Dictionary = Dictionary()
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ddict["bone_name"] = bone_name
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ddict["bone_idx"] = bone_idx
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if entry.entry.get_texture(model_index) != null:
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ddict["texture"] = entry.entry.get_texture(model_index)
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for k in range(entry.entry.size):
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if entry.entry.get_mesh(k):
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ddict["bone_name"] = bone_name
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ddict["bone_idx"] = bone_idx
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ddict["transform"] = skeleton.get_bone_global_pose(bone_idx)
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ddict["mesh"] = entry.entry.get_mesh(k)
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if !ddict.has("texture") && entry.entry.get_texture(k):
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ddict["texture"] = entry.entry.get_texture(k)
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ddict["transform"] = skeleton.get_bone_global_pose(bone_idx)
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ddict["mesh"] = entry.entry.get_mesh(model_index)
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data.append(ddict)
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if !ddict.empty():
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data.append(ddict)
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_mesh_job.data = data
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