mirror of
https://github.com/open-goal/jak-project
synced 2026-05-27 16:14:18 -04:00
710f3ac117
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`).
115 lines
3.1 KiB
C++
115 lines
3.1 KiB
C++
#pragma once
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#include "common/goos/Reader.h"
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#include "goalc/make/Tool.h"
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class Compiler;
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class CompilerTool : public Tool {
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public:
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CompilerTool(Compiler* compiler);
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bool run(const ToolInput& task, const PathMap& path_map) override;
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bool needs_run(const ToolInput& task, const PathMap& path_map) override;
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private:
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Compiler* m_compiler = nullptr;
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};
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class DgoTool : public Tool {
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public:
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DgoTool();
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bool run(const ToolInput& task, const PathMap& path_map) override;
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std::vector<std::string> get_additional_dependencies(const ToolInput&,
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const PathMap& path_map) override;
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private:
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goos::Reader m_reader;
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};
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class TpageDirTool : public Tool {
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public:
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TpageDirTool();
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bool run(const ToolInput& task, const PathMap& path_map) override;
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};
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class CopyTool : public Tool {
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public:
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CopyTool();
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bool run(const ToolInput& task, const PathMap& path_map) override;
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};
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class GameCntTool : public Tool {
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public:
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GameCntTool();
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bool run(const ToolInput& task, const PathMap& path_map) override;
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};
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class TextTool : public Tool {
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public:
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TextTool();
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bool run(const ToolInput& task, const PathMap& path_map) override;
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bool needs_run(const ToolInput& task, const PathMap& path_map) override;
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};
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class GroupTool : public Tool {
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public:
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GroupTool();
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bool run(const ToolInput& task, const PathMap& path_map) override;
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};
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class SubtitleTool : public Tool {
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public:
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SubtitleTool();
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bool run(const ToolInput& task, const PathMap& path_map) override;
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bool needs_run(const ToolInput& task, const PathMap& path_map) override;
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};
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class SubtitleV2Tool : public Tool {
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public:
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SubtitleV2Tool();
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bool run(const ToolInput& task, const PathMap& path_map) override;
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bool needs_run(const ToolInput& task, const PathMap& path_map) override;
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};
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class BuildLevelTool : public Tool {
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public:
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BuildLevelTool();
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bool run(const ToolInput& task, const PathMap& path_map) override;
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bool needs_run(const ToolInput& task, const PathMap& path_map) override;
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};
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class BuildLevel2Tool : public Tool {
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public:
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BuildLevel2Tool();
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bool run(const ToolInput& task, const PathMap& path_map) override;
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bool needs_run(const ToolInput& task, const PathMap& path_map) override;
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};
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class BuildLevel3Tool : public Tool {
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public:
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BuildLevel3Tool();
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bool run(const ToolInput& task, const PathMap& path_map) override;
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bool needs_run(const ToolInput& task, const PathMap& path_map) override;
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};
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class BuildActorTool : public Tool {
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public:
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BuildActorTool();
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bool run(const ToolInput& task, const PathMap& path_map) override;
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bool needs_run(const ToolInput& task, const PathMap& path_map) override;
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};
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class BuildActor2Tool : public Tool {
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public:
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BuildActor2Tool();
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bool run(const ToolInput& task, const PathMap& path_map) override;
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bool needs_run(const ToolInput& task, const PathMap& path_map) override;
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};
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class BuildActor3Tool : public Tool {
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public:
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BuildActor3Tool();
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bool run(const ToolInput& task, const PathMap& path_map) override;
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bool needs_run(const ToolInput& task, const PathMap& path_map) override;
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}; |