Closed Dragorn421 closed 3 years ago
Thanks for the PR, I will take a further look at it later.
Note that @AngheloAlf has already done some experimental work on an "import ZAPD XML" feature (see PR #13 and object-export) which I intended to continue as I also want to do a lot of refactoring/cleaning in the Z64Object
class. Though I haven't taken the time to work on it yet.
Regarding the .Designer.cs
files, those are generated by Visual Studio's Form Designer (which is unfortunately one of the few if not the only IDE with a Windows Forms designer to my knowledge).
I wasn't able to compile and test that branch tho (because Linux), so it may not work.
I have another branch that is the one I used to generate a XML for every unreserved object for OoT automatically. This is the branch. The code to produce ZAPD compatible XMLs is in this file. It has a few stuff kinda hardcoded because it was more of a "one time solution. Most of the changes in that branch are mainly to not use the GUI (because that's what prevents this tool from compiling in Linux).
Hopefully this would be helpful for future XML support in Z64Utils.
This isn't a real formal PR, I more just want to know what you think. I never did any C# before this either so feel free to comment lots
Apparently
ObjectAnalyzerForm.Designer.cs
should not be tinkered with by hand but I did, I'd appreciate you linking me to some tutorial for whatever I'm supposed to do to edit itThere's a bunch of random changes too due to running code formatting
This imports Skeleton, Animation, DList and Texture offsets from Zapd-style XML files such as found in the oot decomp repo
Since those XML usually don't set the size of each part of the data, I coded a dirty thing that detects the size of a dlist
With object_mb (Moblin):