Detail props/Aspect ratio fix: Difference between revisions
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Then in function void CDetailObjectSystem::LevelInitPostEntity() replace this code: | Then in function void CDetailObjectSystem::LevelInitPostEntity() and replace this code: | ||
<source lang=cpp> | <source lang=cpp> | ||
const char *pDetailSpriteMaterial = DETAIL_SPRITE_MATERIAL; | const char *pDetailSpriteMaterial = DETAIL_SPRITE_MATERIAL; |
Revision as of 12:47, 9 September 2018
This bug in Valve's stock code affects detail sprite materials stored at a location other than detail\detailsprites
. The aspect ratio used when selecting subregions of the custom texture is mistakenly read from detail\detailsprites
at all times, meaning that the custom texture's aspect ratio must match that of the stock file.
This happens because Valve's aspect ratio code runs before the world has spawned and the detail sprite material becomes known. The fix is moving it to a function called post-spawn.
The fix
Go to CDetailObjectSystem::LevelInitPreEntity()
in client\detailobjectsystem.cpp
and remove this code block from about half-way down:
if ( m_DetailObjects.Count() || m_DetailSpriteDict.Count() )
{
// There are detail objects in the level, so precache the material
PrecacheMaterial( DETAIL_SPRITE_MATERIAL );
IMaterial *pMat = m_DetailSpriteMaterial;
// adjust for non-square textures (cropped)
float flRatio = pMat->GetMappingWidth() / pMat->GetMappingHeight();
if ( flRatio > 1.0 )
{
for( int i = 0; i<m_DetailSpriteDict.Count(); i++ )
{
m_DetailSpriteDict[i].m_TexUL.y *= flRatio;
m_DetailSpriteDict[i].m_TexLR.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexUL.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexLR.y *= flRatio;
}
}
}
Then in function void CDetailObjectSystem::LevelInitPostEntity() and replace this code:
const char *pDetailSpriteMaterial = DETAIL_SPRITE_MATERIAL;
C_World *pWorld = GetClientWorldEntity();
if ( pWorld && pWorld->GetDetailSpriteMaterial() && *(pWorld->GetDetailSpriteMaterial()) )
{
pDetailSpriteMaterial = pWorld->GetDetailSpriteMaterial();
}
m_DetailSpriteMaterial.Init( pDetailSpriteMaterial, TEXTURE_GROUP_OTHER );
With this code:
if ( m_DetailObjects.Count() || m_DetailSpriteDict.Count() )
{
const char *pDetailSpriteMaterial = DETAIL_SPRITE_MATERIAL;
C_World *pWorld = GetClientWorldEntity();
if ( pWorld && pWorld->GetDetailSpriteMaterial() && *(pWorld->GetDetailSpriteMaterial()) )
pDetailSpriteMaterial = pWorld->GetDetailSpriteMaterial();
m_DetailSpriteMaterial.Init( pDetailSpriteMaterial, TEXTURE_GROUP_OTHER );
PrecacheMaterial( pDetailSpriteMaterial );
IMaterial *pMat = m_DetailSpriteMaterial;
// adjust for non-square textures (cropped)
float flRatio = pMat->GetMappingWidth() / pMat->GetMappingHeight();
if ( flRatio > 1.0 )
{
for( int i = 0; i<m_DetailSpriteDict.Count(); i++ )
{
m_DetailSpriteDict[i].m_TexUL.y *= flRatio;
m_DetailSpriteDict[i].m_TexLR.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexUL.y *= flRatio;
m_DetailSpriteDictFlipped[i].m_TexLR.y *= flRatio;
}
}
}