Root bone name adjustments and adjust csv settings
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@ -109,6 +109,7 @@ namespace FirstPlugin
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public byte[] DecompressBlock()
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{
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byte[] data = GetBlock();
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return data;
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Console.WriteLine("DATA " + data.Length);
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var reader = new FileReader(data);
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@ -125,7 +126,7 @@ namespace FirstPlugin
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var comp = new STLibraryCompression.MTA_CUSTOM();
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return comp.Decompress(data, decompSize);
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}
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else if (compType == 0x30)
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else if (compType == 0x20)
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{
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uint decompSize = reader.ReadUInt32();
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uint compSize = (uint)reader.BaseStream.Length - 14;
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@ -136,6 +137,17 @@ namespace FirstPlugin
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data = STLibraryCompression.ZLIB.Decompress(filedata);
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}
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else if (compType == 0x30)
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{
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uint decompSize = reader.ReadUInt32();
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uint compSize = (uint)reader.BaseStream.Length - 14;
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byte[] filedata = reader.getSection(14, (int)compSize);
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reader.Close();
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reader.Dispose();
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data = STLibraryCompression.GZIP.Decompress(filedata);
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}
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return data;
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}
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@ -599,6 +599,9 @@ namespace Bfres.Structs
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//Function addes shapes, vertices and meshes
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public void AddOjects(string FileName, ResFile resFileNX, ResU.ResFile resFileU, bool Replace = true)
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{
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//If using original attributes, this to look them up
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Dictionary<string, List<FSHP.VertexAttribute>> AttributeMatcher = new Dictionary<string, List<FSHP.VertexAttribute>>();
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bool IsWiiU = (resFileU != null);
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int MatStartIndex = materials.Count;
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@ -704,6 +707,17 @@ namespace Bfres.Structs
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//Match the skin count setting if names match
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//Only one match should be found as shapes can't have duped names
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csvModel.objects[i].VertexSkinCount = ((FSHP)Matches[0]).VertexSkinCount;
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if (csvsettings.MapOriginalMaterials)
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csvModel.objects[i].MaterialIndex = ((FSHP)Matches[0]).MaterialIndex;
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if (csvsettings.LimitSkinCount)
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csvModel.objects[i].VertexSkinCount = ((FSHP)Matches[0]).VertexSkinCount;
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if (csvsettings.UseOriginalAttributes)
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{
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AttributeMatcher.Add(csvModel.objects[i].ObjectName, Matches[0].vertexAttributes);
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}
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}
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else
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{
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@ -747,7 +761,12 @@ namespace Bfres.Structs
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shape.VertexBufferIndex = shapes.Count;
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shape.vertices = obj.vertices;
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shape.MaterialIndex = 0;
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if (AttributeMatcher.ContainsKey(obj.ObjectName))
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shape.vertexAttributes = csvsettings.CreateNewAttributes(AttributeMatcher[obj.ObjectName]);
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else
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shape.vertexAttributes = csvsettings.CreateNewAttributes();
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shape.BoneIndex = 0;
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shape.Text = obj.ObjectName;
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shape.lodMeshes = obj.lodMeshes;
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@ -852,9 +871,6 @@ namespace Bfres.Structs
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settings.UpdateTexturePlaceholderSetting(HasTextures);
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}
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//If using original attributes, this to look them up
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Dictionary<string, List<FSHP.VertexAttribute>> AttributeMatcher = new Dictionary<string, List<FSHP.VertexAttribute>>();
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settings.SetModelAttributes(ImportedObjects[0]);
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if (settings.ShowDialog() == DialogResult.OK)
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{
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@ -434,8 +434,7 @@ namespace Switch_Toolbox.Library
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bool IsBone = boneNames.Contains(Name) && !boneNames.Contains(ParentArmatureName) ||
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Name.Contains("Skl_Root") || Name.Contains("nw4f_root") ||
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Name.Contains("skl_root") || Name.Contains("_root") ||
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Name.Contains("skeleton_root");
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Name.Contains("skl_root") || Name.Contains("_root");
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short SmoothIndex = 0;
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short RigidIndex = -1;
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