Closed 2u843yt385592yjh closed 9 months ago
I've merged this into an "ini_wip" topic branch with a bunch of fixes on top. This still needs a more work before I can merge it into master, but right now I need to sleep so I just added a final commit with a bunch of FIXMEs - refer to it if you want, I'll try to get to them in the next few days/weeks.
QOL Improvement to export mods including a possible workaround to avoid multiple shaderoverrides.
Sample automatically generated file
As you can see, that .ini does not have a ShaderOverride. The script now demands the user to export the mod into a folder which must be created inside the "Mods" folder, next to the executable. Example: MyGame/Mods/MyMod/Mymod.ini It also creates a folder called ShaderOverrides next to the executable.
This folder will contain multiple files, each filenamed by their very own hash and only containing their respective single override
By using this new ShaderOverrides folder, users can avoid conflicts when uploading their mods to websites. A shader hash will never be called twice again. This change will need to modify the d3dx.ini from 3DMigoto's github page to include the new folder
The user now also has a new option when exporting, to choose overriding the vertex shader instead