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Split iIMDShape, separate game state data from display data, + initial graphics overrides support #3350
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Split iIMDShape, separate game state data from display data, + initial graphics overrides support #3350
past-due
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past-due:2023_08_graphics_mods_3
Sep 7, 2023
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iIMDBaseShape is the base data that can be safely used for game state calculations, and is always derived from the base model data. It contains a pointer to the *display* iIMDShape data (used for display purposes only), which may be loaded from a (future) graphics override mod.
The TILESET, TCMASK, NORMALMAP, and SPECULARMAP directives now support using the first parameter to specify a tileset override. Specifically: 0 = default, arizona 1 = urban 2 = rockies
Convert a specular-map .png to a luma, single-channel, grayscale .png (using the exact same algorithm that WZ uses internally), and exit.
And output the containing path
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[WIP] Split iIMDShape, separate game state data from display data, + new graphics overrides support
Split iIMDShape, separate game state data from display data, + new graphics overrides support
Sep 6, 2023
past-due
changed the title
Split iIMDShape, separate game state data from display data, + new graphics overrides support
Split iIMDShape, separate game state data from display data, + initial graphics overrides support
Sep 6, 2023
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This draft PR implements several key core changes:
iIMDShape
, separate game state data from display dataGraphics Overrides
This PR implements the basics to support graphics overrides.
The goal: Use the same (base) game data for all game state calculations / the simulation, but support using a different set of data for rendering / display purposes.
Use-case: To allow future bundling of ARMod / high quality models, and allow players to play versus each other while independently deciding whether to use classic, normal, or ARMod/HQ models for the visual appearance of the game.
To test this right now:
<config dir>/graphics_overrides/curr
(this may change before this PR is ultimately ready for merging)Future TODOs (in a subsequent PR):