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https://github.com/aelurum/AssetStudio.git
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Merge branch 'pr/124' into AssetStudioMod
This commit is contained in:
@@ -290,6 +290,7 @@ namespace AssetStudioCLI
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ExportAllUvsAsDiffuseMaps = CLIOptions.f_fbxUvsAsDiffuseMaps.Value,
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ExportAnimations = CLIOptions.o_fbxAnimMode.Value != AnimationExportMode.Skip,
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DumpMaterials = CLIOptions.f_fbxDumpMaterials.Value,
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FbxFormat = CLIOptions.f_fbxAsciiFormat.Value ? 1 : 0,
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};
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ModelExporter.ExportFbx(exportPath, convert, fbxSettings);
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if (!fbxSettings.DumpMaterials || convert.MaterialAssetSet.Count == 0 || !File.Exists(exportPath))
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@@ -122,6 +122,7 @@ namespace AssetStudioCLI.Options
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public static Option<AnimationExportMode> o_fbxAnimMode;
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public static Option<bool> f_fbxDumpMaterials;
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public static Option<bool> f_fbxUvsAsDiffuseMaps;
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public static Option<bool> f_fbxAsciiFormat;
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//filter
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public static Option<List<string>> o_filterByName;
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public static Option<List<string>> o_filterByContainer;
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@@ -432,7 +433,16 @@ namespace AssetStudioCLI.Options
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optionName: "--fbx-uvs-as-diffuse",
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optionDescription: "(Flag) If specified, Studio will export all UVs as Diffuse maps.\n" +
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"Сan be useful if you cannot find some UVs after exporting (e.g. in Blender)\n" +
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"(But can also cause some bugs with UVs)",
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"(But can also cause some bugs with UVs)\n",
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optionExample: "",
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optionHelpGroup: HelpGroups.FBX
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);
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f_fbxAsciiFormat = new GroupedOption<bool>
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(
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optionDefaultValue: false,
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optionName: "--fbx-ascii-format",
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optionDescription: "(Flag) If specified, Studio will export FBX in ASCII format.\n" +
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"If not specified, Binary format will be used",
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optionExample: "",
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optionHelpGroup: HelpGroups.FBX
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);
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@@ -743,6 +753,7 @@ namespace AssetStudioCLI.Options
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: WorkMode.SplitObjects;
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o_exportAssetTypes.Value = new List<ClassIDType>
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{
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ClassIDType.AnimationClip,
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ClassIDType.Animator,
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ClassIDType.Mesh,
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ClassIDType.Texture2D,
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@@ -802,7 +813,7 @@ namespace AssetStudioCLI.Options
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flagIndexes.Add(i);
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break;
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case "--fbx-uvs-as-diffuse":
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if (o_workMode.Value != WorkMode.SplitObjects)
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if (o_workMode.Value != WorkMode.SplitObjects && o_workMode.Value != WorkMode.Animator)
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{
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Console.WriteLine($"{"Error".Color(brightRed)} during parsing [{flag.Color(brightYellow)}] flag. This flag is not suitable for the current working mode [{o_workMode.Value}].\n");
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ShowOptionDescription(o_workMode);
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@@ -811,6 +822,16 @@ namespace AssetStudioCLI.Options
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f_fbxUvsAsDiffuseMaps.Value = true;
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flagIndexes.Add(i);
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break;
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case "--fbx-ascii-format":
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if (o_workMode.Value != WorkMode.SplitObjects && o_workMode.Value != WorkMode.Animator)
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{
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Console.WriteLine($"{"Error".Color(brightRed)} during parsing [{flag.Color(brightYellow)}] flag. This flag is not suitable for the current working mode [{o_workMode.Value}].\n");
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ShowOptionDescription(o_workMode);
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return;
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}
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f_fbxAsciiFormat.Value = true;
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flagIndexes.Add(i);
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break;
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case "--filter-with-regex":
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f_filterWithRegex.Value = true;
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flagIndexes.Add(i);
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@@ -1623,6 +1644,7 @@ namespace AssetStudioCLI.Options
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sb.AppendLine($"# FBX Animation Mode: {o_fbxAnimMode}");
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sb.AppendLine($"# FBX Dump Materials: {f_fbxDumpMaterials}");
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sb.AppendLine($"# FBX UVs as Diffuse Maps: {f_fbxUvsAsDiffuseMaps}");
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sb.AppendLine($"# FBX Export in ASCII Format: {f_fbxAsciiFormat}");
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break;
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}
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sb.AppendLine("======");
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