Using floor-based terrain instead of area-based

This commit is contained in:
jaburns
2020-10-27 21:01:44 -06:00
parent 6563afc16d
commit d12a3e2568
18 changed files with 52 additions and 32 deletions
+2 -2
View File
@@ -37,7 +37,7 @@ def main():
out_lines = []
for tri in tris:
out_lines.append("{%s,0,{{%s,%s,%s},{%s,%s,%s},{%s,%s,%s}}}"%(tri[3], \
out_lines.append("{%s,0,TERRAIN_SNOW,{{%s,%s,%s},{%s,%s,%s},{%s,%s,%s}}}"%(tri[3], \
verts[tri[0]][0], verts[tri[0]][1], verts[tri[0]][2], \
verts[tri[1]][0], verts[tri[1]][1], verts[tri[1]][2], \
verts[tri[2]][0], verts[tri[2]][1], verts[tri[2]][2]))
@@ -45,7 +45,7 @@ def main():
out_str = ",\n".join(out_lines)
out_str = "const struct SM64Surface surfaces[] = {\n" + out_str + "};\n\n"
out_str += "const size_t surfaces_count = sizeof( surfaces ) / sizeof( surfaces[0] );"
out_str = '#include "../src/include/surface_terrains.h"\n' + out_str
out_str = '#include "../src/decomp/include/surface_terrains.h"\n' + out_str
out_str = '#include "level.h"\n' + out_str
with open("test/level.c", "w") as file: