If long_name is too long, it will result in the level being invisible
but the collide loading, lets detect this and point the user in correct
direction to solve it with a clear error message.
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Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
I discovered that `yakow`s are kinda broken if you try to use them in
custom levels in jak 2/3.
It's due to the missing `yakow-lod0` texture and associated fix,
replacing it with `yak-medfur-end`. This solution works fine for the
decompiler on vanilla levels.
But for building custom levels, the requested art-groups were being
handled before the textures were, and so it was impossible to have
`yak-medfur-end` on hand to do the replacement. You'd hit an exception
here because `idx_in_level_texture` would still be `INT32_MAX`:
https://github.com/open-goal/jak-project/blob/c08118509b84feba002bd9e208f49162b4218556/decompiler/level_extractor/extract_merc.cpp#L806
My fix was just to swap the order when building custom levels, and
handle the textures first. I only made the changes for jak2/3, because I
see @Hat-Kid has a slightly different implementation for jak1.
There's one other small change relating to the `combo_id` /
`pc_combo_tex_id` short-circtuiting - I think `pc_combo_tex_id` is
always 0 for vanilla textures? So initially `yakow-lod0` actually ended
up matching the `combo_id` of the checkerboard texture from the
test-zone GLB. I just added another sanity check here that the texture
names match too.
(I also added yakows in the test-zone.jsonc files 🐄)
Custom levels for Jak 2/3 now support envmapped TIE geometry. The TIE
extract was also changed to ignore materials that have the specular flag
set, but are missing a roughness texture.
Jak 2/3 now also support the `build-actor` tool.
The `build-custom-level` and `build-actor` macros now have a few new
options:
- Both now have a `force-run` option (`#f` by default) that, when set to
`#t`, will always run level/art group generation even if the output
files are up to date.
- `build-custom-level` has a `gen-fr3` option (`#t` by default) that,
when set to `#f`, will skip generating the FR3 file for the custom level
and only generate the GOAL level file to skip the potentially slow
process of finding and adding art groups and textures. Useful for when
you want to temporarily edit only the GOAL side of the level (such as
entity placement, etc.).
- `build-actor` has a `texture-bucket` option (default 0) which will
determine what DMA sink group the model will be placed in, which is
useful to determine the draw order of the model. Previously, this was
omitted, resulting in shadows not drawing over custom actors because the
actors were put in a bucket that is drawn after shadows (this behavior
can be restored with `:texture-bucket #f`).
Store a small database of which models have already been swapped out in
a level to prevent duplicate processing.
Also a small fix for cases where using a model replacement that has no
armature would cause merc nightmares due to only having a `max_bones` of
3.
This only applies to the background for now:
- support for alpha for vertex colors in custom levels
- switch time of day palette generation from octree to k-d tree
- support for alpha masking in custom levels
- support for transparent textures
- support for envmap in custom levels
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Co-authored-by: water111 <awaterford1111445@gmail.com>
This does a couple of things:
- The `custom_levels` folder was renamed to `custom_assets` and contains
`levels`, `models` and `texture_replacements` folders for Jak 1, 2 and 3
in order to keep everything regarding custom stuff in one place.
- With this, texture replacements now use separate folders for all games
- A build actor tool was added that generates art groups for custom
actors
- Custom levels can now specify what custom models from the `models`
folder they want to import, this will add them to the level's FR3.
- A `test-zone-obs.gc` file was added, containing a `test-actor` process
that uses a custom model as an example.
The build actor tool is still very WIP, the joints and the default
animation are hardcoded, but it allows for importing any GLB file as a
merc model.