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Implement support for LCD screen effect assets#68

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IJARika merged 6 commits into
mainfrom
lcd_screen_effect
Jul 4, 2025
Merged

Implement support for LCD screen effect assets#68
IJARika merged 6 commits into
mainfrom
lcd_screen_effect

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@Mauler125

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Full support for custom LCD screen effect assets:
rlcd_v5

Here is an example for what the program expect for LCD screen effect assets:

{
	"interlaceX": 1.000000,
	"interlaceY": 1.100000,
	"attenuation": 0.250000,
	"contrast": 0.150000,
	"gamma": 3.400000,
	"washout": 0.000000,
	"shutterBandingIntensity": 0.100000,
	"shutterBandingFrequency": 2.000000,
	"shutterBandingSpacing": 4.000000,
	"exposure": 0.500000,
	"reserved": 0,
	"noiseAmount": 0.000000
}

Mostly used for drones and vehicle cockpits (titans, etc..).

Model and settings dependencies need to be explicitly defined; a pointer needs to be set to the start of the model dependencies GUID, along with its count. Settings assets have the exact same process. The runtime uses this to precache models and all other assets inside the settings assets when an animation is getting loaded and played. This patch allows common.rpak to be fully rebuilt while maintaining original quality and behavior.
Check error field first before checking if the pointer points to the end.
Use a 64bit type for consistency throughout the code base.
Check for duplicate GUID's (collisions or user errors) already takes place within BeginAsset(), doing it in AddJSONAsset() is extraneous, and also will not guarantee full coverage as the auto-add feature bypasses this check all together. The check in BeginAsset() guarantees full coverage. Also did some improvements to the existing error to report whether we have a collision or when the user has made a mistake.
Adds support for LCD screen effect assets (rlcd).
@IJARika IJARika merged commit 4d2b4a6 into main Jul 4, 2025
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@Mauler125 Mauler125 deleted the lcd_screen_effect branch July 10, 2025 20:50
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3 participants