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https://git.code.sf.net/p/quake/quakeforge
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Skingroup images import order fix
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4d1f05186b
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a13c382969
1 changed files with 5 additions and 2 deletions
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@ -123,6 +123,7 @@ def setup_skins(mdl, uvs):
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uvloop.data[k].uv = mdl_uv[j]
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uvloop.data[k].uv = mdl_uv[j]
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#Load all skins
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#Load all skins
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img_counter = 0
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for i, skin in enumerate(mdl.skins):
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for i, skin in enumerate(mdl.skins):
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if skin.type:
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if skin.type:
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mat = setup_main_material(mdl)
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mat = setup_main_material(mdl)
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@ -132,7 +133,8 @@ def setup_skins(mdl, uvs):
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for j, subskin in enumerate(skin.skins):
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for j, subskin in enumerate(skin.skins):
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tex_node = mat.node_tree.nodes.new("ShaderNodeTexImage")
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tex_node = mat.node_tree.nodes.new("ShaderNodeTexImage")
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tex_node.image = mdl.images[i + j]
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tex_node.image = mdl.images[img_counter]
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img_counter += 1
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tex_node.interpolation = "Closest"
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tex_node.interpolation = "Closest"
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if j == 0:
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if j == 0:
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# connect only first texture (we'll need something smarter in the future)
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# connect only first texture (we'll need something smarter in the future)
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@ -150,7 +152,8 @@ def setup_skins(mdl, uvs):
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mat.node_tree.nodes.remove(mat.node_tree.nodes["Principled BSDF"])
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mat.node_tree.nodes.remove(mat.node_tree.nodes["Principled BSDF"])
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tex_node = mat.node_tree.nodes.new("ShaderNodeTexImage")
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tex_node = mat.node_tree.nodes.new("ShaderNodeTexImage")
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tex_node.image = mdl.images[i]
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tex_node.image = mdl.images[img_counter]
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img_counter += 1
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tex_node.interpolation = "Closest"
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tex_node.interpolation = "Closest"
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mat.node_tree.links.new(tex_node.outputs[0], emissionNode.inputs[0])
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mat.node_tree.links.new(tex_node.outputs[0], emissionNode.inputs[0])
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