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https://github.com/aelurum/AssetStudio.git
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separate code into library
misc
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@ -9,7 +9,7 @@ using namespace System::Security::Permissions;
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[assembly:AssemblyConfigurationAttribute(L"")];
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[assembly:AssemblyCompanyAttribute(L"")];
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[assembly:AssemblyProductAttribute(L"AssetStudioFBX")];
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[assembly:AssemblyCopyrightAttribute(L"Copyright © 2018")];
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[assembly:AssemblyCopyrightAttribute(L"Copyright © Perfare 2018")];
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[assembly:AssemblyTrademarkAttribute(L"")];
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[assembly:AssemblyCultureAttribute(L"")];
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@ -150,8 +150,8 @@
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<Reference Include="System.Core" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\AssetStudioUtility\AssetStudioUtility.csproj">
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<Project>{9131c403-7fe8-444d-9af5-5fe5df76ff24}</Project>
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<ProjectReference Include="..\AssetStudio\AssetStudio.csproj">
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<Project>{af56b63c-1764-41b7-9e60-8d485422ac3b}</Project>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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@ -487,42 +487,39 @@ namespace AssetStudio
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pMeshNode->AddMaterial(pMat);
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bool hasTexture = false;
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FbxFileTexture* pTextureDiffuse = ExportTexture(ImportedHelpers::FindTexture((String^)mat->Textures[0], imported->TextureList), pMesh);
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FbxFileTexture* pTextureDiffuse = ExportTexture(ImportedHelpers::FindTexture(mat->Textures[0], imported->TextureList), pMesh);
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if (pTextureDiffuse != NULL)
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{
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LinkTexture(mat, 0, pTextureDiffuse, pMat->Diffuse);
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hasTexture = true;
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}
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FbxFileTexture* pTextureAmbient = ExportTexture(ImportedHelpers::FindTexture((String^)mat->Textures[1], imported->TextureList), pMesh);
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FbxFileTexture* pTextureAmbient = ExportTexture(ImportedHelpers::FindTexture(mat->Textures[1], imported->TextureList), pMesh);
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if (pTextureAmbient != NULL)
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{
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LinkTexture(mat, 1, pTextureAmbient, pMat->Ambient);
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hasTexture = true;
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}
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FbxFileTexture* pTextureEmissive = ExportTexture(ImportedHelpers::FindTexture((String^)mat->Textures[2], imported->TextureList), pMesh);
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FbxFileTexture* pTextureEmissive = ExportTexture(ImportedHelpers::FindTexture(mat->Textures[2], imported->TextureList), pMesh);
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if (pTextureEmissive != NULL)
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{
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LinkTexture(mat, 2, pTextureEmissive, pMat->Emissive);
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hasTexture = true;
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}
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FbxFileTexture* pTextureSpecular = ExportTexture(ImportedHelpers::FindTexture((String^)mat->Textures[3], imported->TextureList), pMesh);
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FbxFileTexture* pTextureSpecular = ExportTexture(ImportedHelpers::FindTexture(mat->Textures[3], imported->TextureList), pMesh);
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if (pTextureSpecular != NULL)
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{
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LinkTexture(mat, 3, pTextureSpecular, pMat->Specular);
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hasTexture = true;
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}
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if (mat->Textures->Length > 4)
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FbxFileTexture* pTextureBump = ExportTexture(ImportedHelpers::FindTexture(mat->Textures[4], imported->TextureList), pMesh);
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if (pTextureBump != NULL)
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{
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FbxFileTexture* pTextureBump = ExportTexture(ImportedHelpers::FindTexture((String^)mat->Textures[4], imported->TextureList), pMesh);
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if (pTextureBump != NULL)
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{
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LinkTexture(mat, 4, pTextureBump, pMat->Bump);
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hasTexture = true;
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}
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LinkTexture(mat, 4, pTextureBump, pMat->Bump);
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hasTexture = true;
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}
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if (hasTexture)
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