Now the TilesInfo.txt file is searched only in the destination map folder
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parent
777b174a08
commit
34469375c7
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@ -2,6 +2,7 @@
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* Fixed bug causing the TM's unstuck logic to incorrectly remove the vehicles in some situations.
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* Fixed bug causing the TM's unstuck logic to incorrectly remove the vehicles in some situations.
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* Fixed the extra data in Directx textures, so we need to copy row by row on Windows to remove extra bytes on images
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* Fixed the extra data in Directx textures, so we need to copy row by row on Windows to remove extra bytes on images
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* Fixed the import script, where could use any other TilesInfo.txt if the destination folder has many
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* Restored gamma value to 2.2 instead of 2.4
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* Restored gamma value to 2.2 instead of 2.4
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* Added API function to avoid replaying the spectator
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* Added API function to avoid replaying the spectator
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* `Client.set_replayer_ignore_spectator(bool)`
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* `Client.set_replayer_ignore_spectator(bool)`
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@ -143,7 +143,7 @@ void ULoadAssetMaterialsCommandlet::ApplyRoadPainterMaterials(const FString &Loa
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// Acquire the TilesInfo.txt file for storing the tile data (offset and size)
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// Acquire the TilesInfo.txt file for storing the tile data (offset and size)
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TArray<FString> FileList;
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TArray<FString> FileList;
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IFileManager::Get().FindFilesRecursive(FileList, *(FPaths::ProjectContentDir() + "/" + PackageName), *(FString("TilesInfo.txt")), true, false, false);
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IFileManager::Get().FindFilesRecursive(FileList, *(FPaths::ProjectContentDir() + "/" + PackageName + "/Maps/" + MapName), *(FString("TilesInfo.txt")), true, false, false);
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FString TxtFile;
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FString TxtFile;
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if (FFileHelper::LoadFileToString(TxtFile, *FileList[0]) == true) {
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if (FFileHelper::LoadFileToString(TxtFile, *FileList[0]) == true) {
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@ -198,8 +198,11 @@ void ULoadAssetMaterialsCommandlet::ApplyRoadPainterMaterials(const FString &Loa
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float MaxYSizeCm = MaxYSize * 100.0f;
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float MaxYSizeCm = MaxYSize * 100.0f;
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float TileSizeCm = TileData.Size * 100.0f;
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float TileSizeCm = TileData.Size * 100.0f;
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float TileWorldLocationX = TileData.FirstTileCenterX * 100.0f;
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float FirstTileWorldLocationX = TileData.FirstTileCenterX * 100.0f;
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float TileWorldLocationY = TileData.FirstTileCenterY * 100.0f;
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float FirstTileWorldLocationY = TileData.FirstTileCenterY * 100.0f;
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float CenterOfTileX = FirstTileWorldLocationX + (XIndex * TileSizeCm);
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float CenterOfTileY = FirstTileWorldLocationY - (YIndex * TileSizeCm);
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for (int32 i = 0; i < DecalsProperties.DecalMaterials.Num(); ++i) {
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for (int32 i = 0; i < DecalsProperties.DecalMaterials.Num(); ++i) {
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@ -224,8 +227,9 @@ void ULoadAssetMaterialsCommandlet::ApplyRoadPainterMaterials(const FString &Loa
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// Transform the location from world coords to tile coordinates.
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// Transform the location from world coords to tile coordinates.
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// The location we get is the location of the XODR waypoint, which is in WORLD coordinates
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// The location we get is the location of the XODR waypoint, which is in WORLD coordinates
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// The Y coordinates are reversed! -Y = Y and Y = -Y
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// The Y coordinates are reversed! -Y = Y and Y = -Y
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FinalLocation.X -= TileWorldLocationX + (XIndex * TileSizeCm);
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FinalLocation.Y -= TileWorldLocationY - (YIndex * TileSizeCm);
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FinalLocation.X -= CenterOfTileX;
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FinalLocation.Y -= CenterOfTileY;
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FActorSpawnParameters SpawnParams;
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FActorSpawnParameters SpawnParams;
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SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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