fix another jak 1 level name (#3503)

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ManDude 2024-05-03 08:34:36 +01:00 committed by GitHub
parent 6569636abf
commit cf79ca04e9
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GPG Key ID: B5690EEEBB952194
5 changed files with 7 additions and 21 deletions

View File

@ -180,9 +180,12 @@ level_tools::BspHeader extract_bsp_from_level(const ObjectFileDB& db,
bsp_header.read_from_file(bsp_file.linked_data, db.dts, &draw_stats, db.version());
ASSERT((int)bsp_header.drawable_tree_array.trees.size() == bsp_header.drawable_tree_array.length);
// grrr.....
if (db.version() == GameVersion::Jak1 && dgo_name == "TIT.DGO" && bsp_header.name == "intro") {
// grrr.....
bsp_header.name = "title";
} else if (db.version() == GameVersion::Jak1 && dgo_name == "DEM.DGO" &&
bsp_header.name == "intro") {
bsp_header.name = "demo";
}
/*

View File

@ -191,9 +191,6 @@ void first_tfrag_draw_setup(const TfragRenderSettings& settings,
glUniform4f(glGetUniformLocation(id, "fog_color"), render_state->fog_color[0] / 255.f,
render_state->fog_color[1] / 255.f, render_state->fog_color[2] / 255.f,
render_state->fog_intensity / 255);
glUniform1f(glGetUniformLocation(id, "fog_hack_threshold"),
render_state->version == GameVersion::Jak1 ? 0.005f : 0);
}
void interp_time_of_day_slow(const math::Vector<s32, 4> itimes[4],

View File

@ -11,7 +11,6 @@ uniform float fog_min;
uniform float fog_max;
uniform sampler1D tex_T10; // note, sampled in the vertex shader on purpose.
uniform int decal;
uniform float fog_hack_threshold;
out vec4 fragment_color;
out vec3 tex_coord;
@ -62,12 +61,5 @@ void main() {
fragment_color.a *= 2;
}
// fog hack
if (fragment_color.r < fog_hack_threshold &&
fragment_color.g < fog_hack_threshold &&
fragment_color.b < fog_hack_threshold) {
fogginess = 0;
}
tex_coord = tex_coord_in;
}

View File

@ -11,7 +11,6 @@ uniform float fog_min;
uniform float fog_max;
uniform sampler1D tex_T10; // note, sampled in the vertex shader on purpose.
uniform int decal;
uniform float fog_hack_threshold;
out vec4 fragment_color;
out vec3 tex_coord;
@ -72,13 +71,6 @@ void main() {
// tfrag/tie always use TCC=RGB, so even with decal, alpha comes from fragment.
fragment_color.xyz = vec3(1.0, 1.0, 1.0);
}
// fog hack
if (fragment_color.r < fog_hack_threshold &&
fragment_color.g < fog_hack_threshold &&
fragment_color.b < fog_hack_threshold) {
fogginess = 0;
}
tex_coord = tex_coord_in;
}

View File

@ -141,9 +141,11 @@
(else
(load-dbg "bsp relocate: ~A~%" this)
;; everything is okay, link the bsp and level.
;; og:preserve-this fix bad filename.
;; og:preserve-this fix bad filenames
(when (= (-> s5-0 name) 'title)
(set! (-> this name) 'title))
(when (= (-> s5-0 name) 'demo)
(set! (-> this name) 'demo))
(set! (-> s5-0 bsp) this)
(set! (-> this level) s5-0)
this