diff --git a/tools/materials/README.md b/tools/materials/README.md index 2a6ce3b3..5cfb9d1b 100644 --- a/tools/materials/README.md +++ b/tools/materials/README.md @@ -80,7 +80,7 @@ python3 tools/materials/validate_materials.py ~/pctga dynamic --fallback PARAM_SPECULAR_MAX and shadername.lower().startswith('water'): add(INFO, 'param_specular %g w shaderze %s: odblask slonca na lustrze wody, poza norma' % (ps, shadername)) + elif ps is not None and ps > PARAM_SPECULAR_MAX and shader['spec'] == 'none': + add(INFO, 'param_specular %g w shaderze %s bez polysku slonca: nic nie zmienia (w starszych shaderach rozjasnia w reflektorach)' % (ps, shadername)) elif ps is not None and ps > PARAM_SPECULAR_MAX: add(ERROR if ps > 2 * PARAM_SPECULAR_MAX else WARN, 'param_specular %g mnozy polysk %gx (norma 1, sile niesie R; w starszych shaderach rozjasnia tez w reflektorach)' % (ps, ps)) @@ -387,6 +389,9 @@ def check_group(mats): images = WORKER['images'] for mat in mats: rel = os.path.relpath(mat, WORKER['gamedir']) + if ',' not in os.path.basename(mat) and os.path.isfile(mat[:-4] + ',1.mat'): + results.append((rel, '-', [(INFO, 'nieuzywany: skora %s ma wersje ,1 ,2..., ktore gra bierze zamiast niego' % os.path.basename(mat)[:-4])])) + continue try: values, nested = parse_mat(mat) shadername, findings = check(mat, values, nested, WORKER['shaders'], WORKER['resolver'], images, rel)