From a3cf868dfbdf8d971740a97d68daddbd6c65e937 Mon Sep 17 00:00:00 2001 From: Razmoth <12517189-Razmoth@users.noreply.gitlab.com> Date: Thu, 10 Nov 2022 21:56:10 +0400 Subject: [PATCH] Temporary fix --- AssetStudio/Classes/Mesh.cs | 11 ++++++++++- 1 file changed, 10 insertions(+), 1 deletion(-) diff --git a/AssetStudio/Classes/Mesh.cs b/AssetStudio/Classes/Mesh.cs index 0859eb2..5666b74 100644 --- a/AssetStudio/Classes/Mesh.cs +++ b/AssetStudio/Classes/Mesh.cs @@ -4,6 +4,7 @@ using System.Collections; using System.Collections.Generic; using System.IO; using System.Linq; +using System.Reflection.Metadata.Ecma335; using System.Text; using System.Xml.Linq; @@ -567,8 +568,8 @@ namespace AssetStudio } var m_KeepVertices = reader.ReadBoolean(); var m_KeepIndices = reader.ReadBoolean(); + reader.AlignStream(); } - reader.AlignStream(); if (reader.Game.Name == "GI" || reader.Game.Name == "GI_CB2" || reader.Game.Name == "GI_CB3") { var m_PackSkinDataToUV2UV3 = reader.ReadBoolean(); @@ -829,9 +830,13 @@ namespace AssetStudio m_UV1 = componentsFloatArray; break; case 6: //kShaderChannelTexCoord2 + if (reader.Game.Name == "GI" || reader.Game.Name == "GI_CB1" || reader.Game.Name == "GI_CB2" || reader.Game.Name == "GI_CB3") + continue; m_UV2 = componentsFloatArray; break; case 7: //kShaderChannelTexCoord3 + if (reader.Game.Name == "GI" || reader.Game.Name == "GI_CB1" || reader.Game.Name == "GI_CB2" || reader.Game.Name == "GI_CB3") + continue; m_UV3 = componentsFloatArray; break; case 8: //kShaderChannelTexCoord4 @@ -895,6 +900,8 @@ namespace AssetStudio m_UV1 = componentsFloatArray; break; case 5: + if (reader.Game.Name == "GI" || reader.Game.Name == "GI_CB1" || reader.Game.Name == "GI_CB2" || reader.Game.Name == "GI_CB3") + continue; if (version[0] >= 5) //kShaderChannelTexCoord2 { m_UV2 = componentsFloatArray; @@ -905,6 +912,8 @@ namespace AssetStudio } break; case 6: //kShaderChannelTexCoord3 + if (reader.Game.Name == "GI" || reader.Game.Name == "GI_CB1" || reader.Game.Name == "GI_CB2" || reader.Game.Name == "GI_CB3") + continue; m_UV3 = componentsFloatArray; break; case 7: //kShaderChannelTangent