///////////////////////////////
#include <acknex.h>
#include <default.c>
#include <windows.h>
#include <d3d9.h>
///////////////////////////////
HRESULT WINAPI
D3DXSaveMeshToXA(
char* pFilename,
LPD3DXMESH pMesh,
void* pAdjacency,
void* pMaterials,
void* pEffectInstances,
DWORD NumMaterials,
DWORD Format
);
#define D3DXF_FILEFORMAT_BINARY 0
#define D3DXF_FILEFORMAT_TEXT 1
#define D3DXF_FILEFORMAT_COMPRESSED 2
char *cTextureFile = "someFile.tga";
D3DXMATERIAL d3dmaterial[2];
void wmbSaveAllBlocksToFiles()
{
d3dmaterial[0].pTextureFilename = cTextureFile;
d3dmaterial[1].pTextureFilename = cTextureFile;
int blockNum = 0;
while(1)
{
LPD3DXMESH mesh = ent_getmesh(NULL,blockNum ,0);
if(!mesh) break;
STRING *str = str_printf(NULL,"export\block%d.x",blockNum);
D3DXSaveMeshToXA(str->chars, mesh, NULL, d3dmaterial, NULL, 2, D3DXF_FILEFORMAT_BINARY);
blockNum++;
}
}
void main()
{
fps_max = 60;
video_mode = 10;
level_load("deathMountain.wmb");
wait(1);
wmbSaveAllBlocksToFiles();
}