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@UTengine UTengine commented Oct 1, 2025

This block belongs to Twostars (Credits).
char szEffectFN[MAX_PATH] = ""; // TCHAR szEffectFN[_MAX_PATH + 1] = {}; Credits to Twostars anyway.. Vector3 vEffectPos(0, 0, 0);
float fEffectScale = 0;
__Quaternion qtEffectRot; qtEffectRot.Identity();

szEffectFN,&vEffectPos.x, &vEffectPos.y, &vEffectPos.z, &fEffectScale,&qtEffectRot.x, &qtEffectRot.y, &qtEffectRot.z, &qtEffectRot.w);
&pPart->m_Mtl.nRenderFlags, &pPart->m_Mtl.dwSrcBlend, &pPart->m_Mtl.dwDestBlend, &pPart->m_Mtl.dwColorOp, &pPart->m_Mtl.dwColorArg1, &pPart->m_Mtl.dwColorArg2

Looked like one of his early implementations that I used as a cheat sheet. It would be unfair to claim I did the MapMng.cpp totally on my part.
What I have added is double checks to see if the line has enough arguments to fit the criteria and show a messagebox this might be too intrusive.
And we might want to change the loadfxb to return a false or true changing it to a boolean function for error checking.
Also saving or moving an object and updating its position.
Also adding a dialog box for FXB implementation would be neat, but first things first...
AI was involved in n3scene/shape files, could have been cleaner but its a step in the right direction.

Pull request type

Please check the type of change your PR introduces:

  • Bugfix
  • Feature
  • Code style update (formatting, renaming)
  • Refactoring (no functional changes, no API changes)
  • Build related changes
  • Other (please describe):

What is the current behaviour?

doesnt exist

What is the new behaviour?

atleast it loads SDT files but isn't contained in N3Tools def

Why and how did I change this?

Contribution even if it gets denied IDC.

Demo

image

Checklist

  • I have performed a self-review of my own code.
  • Where applicable, I have checked to make sure that this doesn't introduce incompatible behaviour with the official 1.298 server (e.g. unofficial opcodes or behavioural differences).
  • I have checked to make sure that this change does not already exist in the codebase in some fashion (e.g. UI already implemented under a different name).

This block belongs to Twostars (Credits).
char szEffectFN[MAX_PATH] = ""; // TCHAR szEffectFN[_MAX_PATH + 1] = {}; Credits to Twostars anyway..
Vector3 vEffectPos(0, 0, 0);
float fEffectScale = 0;
__Quaternion qtEffectRot; qtEffectRot.Identity();

szEffectFN,&vEffectPos.x, &vEffectPos.y, &vEffectPos.z,
&fEffectScale,&qtEffectRot.x, &qtEffectRot.y, &qtEffectRot.z, &qtEffectRot.w);

&pPart->m_Mtl.nRenderFlags, &pPart->m_Mtl.dwSrcBlend, &pPart->m_Mtl.dwDestBlend, &pPart->m_Mtl.dwColorOp, &pPart->m_Mtl.dwColorArg1, &pPart->m_Mtl.dwColorArg2

Looked like one of his early implementations that I used as a cheat sheet. It would be unfair to claim I did the MapMng.cpp totally on my part. What I have added is double checks to see if the line has enough arguments to fit the criteria and show a messagebox this might be too intrusive.. Andwe might want to change the loadfxb to return a false or true changing it to a boolean function for error checking...
Also saving or moving an object and updating its position.
Also adding a dialog box for FXB implementation would be neat.
But first things first...
AI was involved in n3scene/shape files, could have been cleaner but its a step in the right direction.

Co-Authored-By: twostars <[email protected]>
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