Fortnite InstalledBundles

This commit is contained in:
MountainFlash 2022-04-30 16:25:22 +05:30
parent e2523b4a80
commit b319d9d89e
No known key found for this signature in database
GPG Key ID: 6BDA200334E04E1A
3 changed files with 24 additions and 3 deletions

@ -1 +1 @@
Subproject commit b337a88a7ec41d6542337687ec01f79fe03cb825
Subproject commit c6a6e8b519a30f9a3fbf8c61e0f2cead10826ae1

View File

@ -118,6 +118,13 @@ namespace FModel.ViewModels
SearchOption.AllDirectories, true, versions);
break;
}
case FGame.FortniteGame:
Provider = new DefaultFileProvider(new DirectoryInfo(gameDirectory), new List<DirectoryInfo>
{
new(Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData) + "\\FortniteGame\\Saved\\PersistentDownloadDir\\InstalledBundles"),
},
SearchOption.AllDirectories, true, versions);
break;
case FGame.Unknown when UserSettings.Default.ManualGames.TryGetValue(gameDirectory, out var settings):
{
versions = new VersionContainer(settings.OverridedGame, UserSettings.Default.OverridedPlatform,
@ -769,7 +776,14 @@ namespace FModel.ViewModels
private void SaveExport(UObject export)
{
var toSave = new Exporter(export, UserSettings.Default.TextureExportFormat, UserSettings.Default.LodExportFormat, UserSettings.Default.MeshExportFormat, UserSettings.Default.OverridedPlatform);
var exportOptions = new ExporterOptions()
{
TextureFormat = UserSettings.Default.TextureExportFormat,
LodFormat = UserSettings.Default.LodExportFormat,
MeshFormat = UserSettings.Default.MeshExportFormat,
Platform = UserSettings.Default.OverridedPlatform
};
var toSave = new Exporter(export, exportOptions);
var toSaveDirectory = new DirectoryInfo(UserSettings.Default.ModelDirectory);
if (toSave.TryWriteToDir(toSaveDirectory, out var savedFileName))
{

View File

@ -184,9 +184,16 @@ namespace FModel.ViewModels
await _threadWorkerView.Begin(_ =>
{
var exportOptions = new CUE4Parse_Conversion.ExporterOptions()
{
TextureFormat = UserSettings.Default.TextureExportFormat,
LodFormat = UserSettings.Default.LodExportFormat,
MeshFormat = UserSettings.Default.MeshExportFormat,
Platform = UserSettings.Default.OverridedPlatform
};
foreach (var model in _loadedModels)
{
var toSave = new CUE4Parse_Conversion.Exporter(model.Export, UserSettings.Default.TextureExportFormat, UserSettings.Default.LodExportFormat, UserSettings.Default.MeshExportFormat, UserSettings.Default.OverridedPlatform);
var toSave = new CUE4Parse_Conversion.Exporter(model.Export, exportOptions);
if (toSave.TryWriteToDir(new DirectoryInfo(folderBrowser.SelectedPath), out var savedFileName))
{
Log.Information("Successfully saved {FileName}", savedFileName);