fixed OpenRA.Utility --remap
now uses the mod parameter again
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@@ -18,6 +18,7 @@ using System.Runtime.InteropServices;
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using OpenRA.FileFormats;
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using OpenRA.FileFormats.Graphics;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Utility
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{
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@@ -371,9 +372,19 @@ namespace OpenRA.Utility
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for (var i = 0; i < 4; i++)
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remap[i] = i;
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// TODO: should read that from mods/*/system.yaml
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var srcRemapIndex = Enum<int[]>.Parse(args[1].Split(':')[0]);
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var destRemapIndex = Enum<int[]>.Parse(args[2].Split(':')[0]);
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var srcMod = Enum<string>.Parse(args[1].Split(':')[0]);
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Game.modData = new ModData(srcMod);
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FileSystem.LoadFromManifest(Game.modData.Manifest);
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Rules.LoadRules(Game.modData.Manifest, new Map());
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var srcPaletteInfo = Rules.Info["player"].Traits.Get<PlayerColorPaletteInfo>();
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int[] srcRemapIndex = srcPaletteInfo.RemapIndex;
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var destMod = Enum<string>.Parse(args[2].Split(':')[0]);
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Game.modData = new ModData(destMod);
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FileSystem.LoadFromManifest(Game.modData.Manifest);
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Rules.LoadRules(Game.modData.Manifest, new Map());
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var destPaletteInfo = Rules.Info["player"].Traits.Get<PlayerColorPaletteInfo>();
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int[] destRemapIndex = destPaletteInfo.RemapIndex;
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// the remap range is always 16 entries, but their location and order changes
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for (var i = 0; i < 16; i++)
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@@ -60,7 +60,7 @@ namespace OpenRA.Utility
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Console.WriteLine(" --png SHPFILE PALETTE [--transparent] Convert a SHP to a PNG containing all of its frames, optionally setting up transparency");
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Console.WriteLine(" --extract MOD[,MOD]* FILES Extract files from mod packages");
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Console.WriteLine(" --tmp-png MOD[,MOD]* THEATER FILES Extract terrain tiles to PNG");
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Console.WriteLine(" --remap SRCREMAPINDEX:PAL DESTREMAPINDEX:PAL SRCSHP DESTSHP Remap SHPs to another palette");
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Console.WriteLine(" --remap SRCMOD:PAL DESTMOD:PAL SRCSHP DESTSHP Remap SHPs to another palette");
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Console.WriteLine(" --r8 R8FILE PALETTE START END FILENAME [--transparent] [--infrantry] [--vehicle] [--projectile] [--building] [--wall] [--tileset] Convert Dune 2000 DATA.R8 to PNGs choosing start- and endframe as well as type for correct offset to append multiple frames to one PNG named by filename optionally setting up transparency.");
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Console.WriteLine(" --transpose SRCSHP DESTSHP START N M [START N M ...] Transpose the N*M block of frames starting at START.");
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}
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