1
0
mirror of synced 2025-01-19 09:17:30 +01:00

Fix BCLYT/BRLYT material editor loading for material tree nodes.

This commit is contained in:
KillzXGaming 2020-03-16 15:38:24 -04:00
parent 101b0aaa8e
commit 371e4d37f9

View File

@ -108,9 +108,25 @@ namespace LayoutBXLYT
stToolStrip1.Items.Clear(); stToolStrip1.Items.Clear();
AddTab("Texture Maps", LoadTextureMaps); AddTab("Texture Maps", LoadTextureMaps);
AddTab("Colors", LoadColorBlending); if (ActiveMaterial is Revolution.Material)
AddTab("Blending", LoadBlending); {
AddTab("Combiners", LoadTextureCombiners); AddTab("Colors", LoadBRLYTColorBlending);
AddTab("Blending", LoadBRLYTBlending);
AddTab("SwapTable", LoadBRLYTTevSwapChannel);
AddTab("Combiners", LoadBRLYTTextureCombiners);
}
else if (ActiveMaterial is CTR.Material)
{
AddTab("Colors", LoadBCLYTColorBlending);
AddTab("Blending", LoadBlending);
AddTab("Combiners", LoadBCLYTTextureCombiners);
}
else
{
AddTab("Colors", LoadColorBlending);
AddTab("Blending", LoadBlending);
AddTab("Combiners", LoadTextureCombiners);
}
stToolStrip1.Items[Runtime.LayoutEditor.MaterialTabIndex].PerformClick(); stToolStrip1.Items[Runtime.LayoutEditor.MaterialTabIndex].PerformClick();