DA4E : Fix a bug with material mapping on export
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06abad5d4a
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@ -354,6 +354,8 @@ namespace FirstPlugin
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var textures = new List<STGenericTexture>();
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var textures = new List<STGenericTexture>();
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foreach (var mesh in Renderer.Meshes)
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foreach (var mesh in Renderer.Meshes)
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materials.Add(mesh.GetMaterial());
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materials.Add(mesh.GetMaterial());
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foreach (var mesh in Renderer.Meshes)
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mesh.MaterialIndex = materials.IndexOf(mesh.GetMaterial());
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foreach (var tex in Renderer.TextureList)
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foreach (var tex in Renderer.TextureList)
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textures.Add(tex);
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textures.Add(tex);
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@ -270,6 +270,7 @@ namespace Toolbox.Library
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if (mesh.MaterialIndex != -1 && Materials.Count > mesh.MaterialIndex)
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if (mesh.MaterialIndex != -1 && Materials.Count > mesh.MaterialIndex)
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{
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{
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writer.CurrentMaterial = Materials[mesh.MaterialIndex].Text;
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writer.CurrentMaterial = Materials[mesh.MaterialIndex].Text;
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Console.WriteLine($"MaterialIndex {mesh.MaterialIndex } {Materials[mesh.MaterialIndex].Text}");
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}
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}
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@ -18,10 +18,10 @@ namespace Toolbox.Library
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public class STGenericPolygonGroup
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public class STGenericPolygonGroup
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{
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{
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public virtual STGenericMaterial Material { get; set; }
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public virtual STGenericMaterial Material { get; set; } = null;
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public int Offset { get; set; }
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public int Offset { get; set; }
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public int MaterialIndex { get; set; }
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public int MaterialIndex { get; set; } = -1;
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public int Index { get; set; }
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public int Index { get; set; }
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public List<int> faces = new List<int>();
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public List<int> faces = new List<int>();
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