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authorValentin Popov <valentin@popov.link>2026-02-19 04:19:18 +0300
committerValentin Popov <valentin@popov.link>2026-02-19 04:19:18 +0300
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parent18d4c6cf9fabc18282b29d103c8d30024f66e49b (diff)
downloadfparkan-a281ffa32ea615670d369503692f057b2dc60e6f.tar.xz
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feat: Enhance model and texture loading with improved error handling and new features
- Introduced `LoadedModel` and `LoadedTexture` structs for better encapsulation of model and texture data. - Added functions to load models and textures from archives, including support for resolving textures based on materials and wear entries. - Implemented error handling for missing textures, materials, and wear entries. - Updated the rendering pipeline to support texture loading and binding, including command-line arguments for texture customization. - Enhanced the `texm` crate with new decoding capabilities for various pixel formats, including indexed textures. - Added tests for texture decoding and loading to ensure reliability and correctness. - Updated documentation to reflect changes in the material and texture resolution process.
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@@ -87,6 +87,14 @@ Material pipeline на кадре:
4. Резолвятся ссылки на texture/lightmap.
5. Невалидные ссылки обрабатываются fallback-стратегией.
+Практическая цепочка привязки для большинства `*.msh` ассетов из `*.rlb`:
+
+1. Для модели выбирается одноимённый `WEAR` (`<model_stem>.wea`).
+2. Из `WEAR` берётся material-слот (по имени, `legacyId` не участвует в выборе).
+3. В `Material.lib` ищется `MAT0` по имени (`DEFAULT`, затем индекс `0` как fallback).
+4. Из выбранной material-фазы берётся `textureName`.
+5. `Texm` ищется в `Textures.lib` (и/или lightmap-архиве для lightmap-ветки).
+
## 6. Texture path
При резолве текстуры: