Hi Paul,

Thanks for the explanation.  Looking at your code I believe stripping the
extension or when it's .vtf would be better than your approach as this
would allow all the subsequent path checks to work.

Robert.


On 6 September 2013 07:06, Paul Cheyrou-Lagrèze <[email protected]>wrote:

> It's not about my models, or just offical Valve ones, but about all
> the "modders community" models. I do not know why modders have not
> agreed on one or the other way, but idea about that patch is to allows
> for both. (and modding is becoming a huge thing there
>
> http://techcrunch.com/2010/10/22/team-fortress-2-modders-make-nearly-50000-apiece/
> )
>
> For example two different models in their reference file:
> . vmt textures referenced as follows:
> the first:
> "$ BaseTexture" "models \ weapons \ c_items \ c_fishwhacker.vtf"
> the second:
>  "$ BaseTexture" "models \ player \ items \ sniper \ 0x00be0c45 \
> smg_barracuda \ barracuda"
>
> Before vtf plugin was looking for the name of the file and added texture
> ".vtf"
> Now Added is just a test to see if the texture file name is already
> with a ".vtf" extension and do nothing in that case
> Before it did not work with the first because it would end with
> ".vtf.vtf", whereas new version allows for that
>
>
> On Thu, Sep 5, 2013 at 6:15 PM, Robert Osfield <[email protected]>
> wrote:
> > Hi Paul,
> >
> > I have done another review you the code around the part that you changed
> and
> > feel that wider code is written about the textureName being just that,
> with
> > the file extensions manually added when doing searches for the associated
> > file in various places - materials and ../materials directories being
> > checked.  With you new code change allow texureName's being passed in
> with
> > the .vtf extension already added it'll cause this extra searches to fail
> as
> > they will automatically add the extra .vtf file name extension to the
> > pre-existing one.
> >
> > To me there seems to be an assumption made about mdl file format
> > interpretation of textureName in the original code that textureName would
> > never have a file extension and it should always implicitly add ".vtf".
>  You
> > models for some reason break this assumption providing the textureName
> with
> > ".vtf" extension pre-added.  This leads me to question what has changed
> from
> > normal in your models that diverge them from the types of models that the
> > plugin was originally written to handle.  Getting to the bottom of this
> is
> > important as it should reveal what the code should do to handle this
> > diverging interpretations of mdl format.
> >
> > As things stand you submission only muddies the water w.r.t
> implementation
> > and way well introduce bugs as it'll break the way that the searches
> would
> > have worked before.  It could be that a bug elsewhere in your art path
> route
> > has introduced this ".vtf" extenions or that perhaps the mdl format is
> more
> > open to interpretation than the plugin was original written to handle.
> > Currently I'm inclined to think that the right thing to do would be to
> > remove the ".vtf" extension to allow the old searches to work.
> >
> > Robert.
> >
> >
> >
> >
> >
> > _______________________________________________
> > osg-submissions mailing list
> > [email protected]
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
> >
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