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Comments (2)

max-zilla avatar max-zilla commented on August 15, 2024

was able to work around this by modifying pack/wad/mesh/export_gltf.go around line 114:

if colorAccessors != nil {
		for iLayer := 0; iLayer<object.LayersCount; iLayer++ {
				if iLayer < len(colorAccessors) {
						attributes[fmt.Sprintf("COLOR_%d", iLayer)] = colorAccessors[iLayer]
				} else {
						colors := make([][4]uint8, verticesCount)
						for iVertex := range object.Vertices {
								colors[iVertex] = [4]uint8{95, 95, 103, 255}
						}
						attributes[fmt.Sprintf("COLOR_%d", iLayer)] = modeler.WriteColor(doc, colors)
				}
		}
}

It seems to fail when trying to set COLOR_ attribute when iLayer exceeds length of colorAccessors (something missing vertex data?) so here i replace missing vertex color with the default grey color that seems used in many maps. kind of a hack fix so not making a PR for now

from god_of_war_browser.

Spaynt avatar Spaynt commented on August 15, 2024

was able to work around this by modifying pack/wad/mesh/export_gltf.go around line 114:

if colorAccessors != nil {
		for iLayer := 0; iLayer<object.LayersCount; iLayer++ {
				if iLayer < len(colorAccessors) {
						attributes[fmt.Sprintf("COLOR_%d", iLayer)] = colorAccessors[iLayer]
				} else {
						colors := make([][4]uint8, verticesCount)
						for iVertex := range object.Vertices {
								colors[iVertex] = [4]uint8{95, 95, 103, 255}
						}
						attributes[fmt.Sprintf("COLOR_%d", iLayer)] = modeler.WriteColor(doc, colors)
				}
		}
}

It seems to fail when trying to set COLOR_ attribute when iLayer exceeds length of colorAccessors (something missing vertex data?) so here i replace missing vertex color with the default grey color that seems used in many maps. kind of a hack fix so not making a PR for now

where is it located?

from god_of_war_browser.

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