2cc2269bab
Supports loading rigged models and viewing textures for both the Wii U and Switch versions of the game. Keep in mind the Switch version lacks LZSS 3 byte compression and will be missing vertex data for certain models.
77 lines
2.6 KiB
C#
77 lines
2.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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namespace Toolbox.Library
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{
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//A folder that can easily batch export multiple folders
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public class STTextureFolder : TreeNodeCustom, IContextMenuNode
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{
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public STTextureFolder()
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{
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}
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public STTextureFolder(string text)
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{
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Text = text;
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}
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public virtual ToolStripItem[] GetContextMenuItems()
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{
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List<ToolStripItem> Items = new List<ToolStripItem>();
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Items.Add(new ToolStripMenuItem("Export All", null, ExportAllAction, Keys.Control | Keys.E));
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return Items.ToArray();
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}
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private void ExportAllAction(object sender, EventArgs args) {
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ExportAll();
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}
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public virtual void ExportAll()
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{
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List<string> Formats = new List<string>();
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Formats.Add("Microsoft DDS (.dds)");
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Formats.Add("Portable Graphics Network (.png)");
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Formats.Add("Joint Photographic Experts Group (.jpg)");
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Formats.Add("Bitmap Image (.bmp)");
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Formats.Add("Tagged Image File Format (.tiff)");
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FolderSelectDialog sfd = new FolderSelectDialog();
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if (sfd.ShowDialog() == DialogResult.OK)
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{
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string folderPath = sfd.SelectedPath;
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BatchFormatExport form = new BatchFormatExport(Formats);
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if (form.ShowDialog() == DialogResult.OK)
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{
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foreach (TreeNode node in Nodes)
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{
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STGenericTexture tex = null;
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if (node is STGenericTexture) tex = (STGenericTexture)node;
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if (node.Tag is STGenericTexture) tex = (STGenericTexture)node.Tag;
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if (tex == null)
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continue;
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if (form.Index == 0)
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tex.SaveDDS(folderPath + '\\' + tex.Text + ".dds");
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else if (form.Index == 1)
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tex.SaveBitMap(folderPath + '\\' + tex.Text + ".png");
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else if (form.Index == 2)
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tex.SaveBitMap(folderPath + '\\' + tex.Text + ".jpg");
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else if (form.Index == 3)
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tex.SaveBitMap(folderPath + '\\' + tex.Text + ".bmp");
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else if (form.Index == 4)
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tex.SaveBitMap(folderPath + '\\' + tex.Text + ".tiff");
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}
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}
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}
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}
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}
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}
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