Commit Graph

136 Commits

Author SHA1 Message Date
William Herald Snyder b2bd9c8316 Blender 2.80-2.83 supports additive blending, so FillMaterialProps will catch that if present 2022-10-04 07:54:25 -04:00
William Herald Snyder 56f6ce6940 Fill doublesidedness and transparency (TODO: figure out additive mapping/emulation) from material settings 2022-10-03 23:06:33 -04:00
William Herald Snyder f44c7bfdf3 DFS property fill starts from BSDF Principled Base Color input and runs until a texture image is hit. The extension of the texture image's source path is always replaced with .tga. Operator skips previously handled materials. 2022-10-03 22:56:45 -04:00
William Herald Snyder 8bf2196991 Don't change rendertype on matfill and fill texture_0 as well as diffuse map 2022-10-03 21:16:59 -04:00
William Herald Snyder 1252a6d192 Grayscale bumpmaps support via option files 2022-10-03 14:12:21 -04:00
William Herald Snyder 9fcdb3dfb7 Quick and dirty option file parser 2022-10-03 14:11:44 -04:00
William Herald Snyder dd17fe902e Normal mapping support, though bump mapping is not supported yet. To support it, .tga.option files will have to be read and the various bump mapping munge parameters will need proper interpretation. Emulating the bump effect via shader nodes is straightforward. 2022-10-03 12:30:34 -04:00
William Herald Snyder 226682de8b Data field 0 overrunning bounds of UI_MATERIAL_ANIMATION_LENGTHS bugfix 2022-10-03 10:28:53 -04:00
William Herald Snyder 69e959e7a3 Proper scroll speed units + scene fps accounted for 2022-10-03 08:38:13 -04:00
William Herald Snyder 188b270ad1 Linear interpolation for scrolling keyframes. Keyframe are created on the active action of the materials node tree. TODO: determine correct scroll speed speed units 2022-10-02 18:19:29 -04:00
William Herald Snyder 9a344d0652 Simple UV scrolling nodes in place. Simple approach will probably remain since the only interaction will be with image textures nodes 2022-10-02 16:30:11 -04:00
William Herald Snyder ea82d24356 Glow flag supported via mixing emission and BSDF. TODO: poll GT on automatically setting renderer to Eevee, find out if both emission and BSDF are necessary or just the latter when glow is enabled, find out if rendertype 1 is relevant, outline general implementation of props to nodes mapping procedure 2022-10-02 15:55:47 -04:00
William Herald Snyder 6e05bba9e5 Fix import order bug in materials_to_blend that invalidated script reloading 2022-10-02 13:31:16 -04:00
William Herald Snyder 9981b64d60 Missing armature bug fix 2022-10-01 15:17:02 -04:00
William Herald Snyder 48aabaf8d4 Anim import code moved to new file 2022-10-01 15:10:00 -04:00
William Herald Snyder 329303e256 Silly _REVERSE_RENDERTYPES_MAPPING replaced with dict comprehension 2022-10-01 12:17:26 -04:00
William Herald Snyder 4970f974fd Generate Nodes operator docs subsection 2022-10-01 08:02:59 -04:00
William Herald Snyder d359975bd6 Generation op will abort if diffuse texture isn't found + options for failing silently or with error message. TODO: found out how to create a pop-up panel with error message that fades away if not interacted with for a couple seconds... 2022-10-01 08:02:59 -04:00
William Herald Snyder 45782f9a2f Docs update for bones with geometry 2022-10-01 07:56:26 -04:00
William Herald Snyder aa8a61175d Skeleton import code moved to separate file + other renaming 2022-10-01 07:56:19 -04:00
William Herald Snyder 5692a60907 When exporting, if an object has a parent bone with the same name, add its geometry to the parent bone's model and discard the object itself. 2022-10-01 07:53:28 -04:00
William Herald Snyder 7cfa101d42 Catch models that are marked as bones but still have geometry 2022-10-01 07:53:28 -04:00
William Herald Snyder 43b1f9650e When gathering bone transforms during armature expansion, don't assume armature's local transform is zeroed 2022-10-01 07:53:28 -04:00
William Herald Snyder aa8f05dd42 Create mesh object for any model with geometry regardless of type + triangle strip winding order bugfix 2022-10-01 07:52:19 -04:00
William Herald Snyder 9bd8479e31 Reorg + use generation operator when initially creating Blender materials + make all texture fields in SWBF materials properties paths 2022-09-28 08:49:14 -04:00
William Herald Snyder 8974131550 Better description for material generation op 2022-09-28 08:49:14 -04:00
William Herald Snyder abd727d39a Better material generation for basic rendertypes 2022-09-28 08:48:50 -04:00
William Herald Snyder f69ed3f143 Armature offset bug fix 2022-09-27 08:23:49 -04:00
William Herald Snyder f88b62c986 When exporting cylinder primitives, do not test for exact match in x,y dimensions since cylinders created in xsi often have so few polys that their widths and lengths don't match (e.g. p_collision of tat3_bldg_reservoir). Taking the larger dimension gives the correct result for cylinders that originated in both XSI and Blender. 2022-09-27 07:56:25 -04:00
William Herald Snyder 13a92e46c6 Always calculate and use split normals when exporting mesh in order to account for sharp edges 2022-09-23 13:11:00 -04:00
William Herald Snyder d6973e9793 Catch absent geometry in objects not of type EMPTY 2022-09-22 19:31:30 -04:00
William Herald Snyder 5d86a88411 Normals importing as part of custom split set. Mesh import code moved to seperate file 2022-09-21 09:02:15 -04:00
Will fe1e16a117
Image sizing fix for material fill operator docs 2022-05-05 11:45:51 -04:00
William Herald Snyder 4e2f6bf423 Docs update for msh material property fill operator and menu entry 2022-02-09 15:17:52 -05:00
William Herald Snyder bdcd4c4aa9 Integrated Starlord's feedback (quick-n-dirty object context submenu + operator for copying diffuse texture names to SWBF material properties for all selected objects' materials) 2022-02-09 14:50:52 -05:00
William Herald Snyder c3f5f0bed3 Integrated Teancum's feedback (Normal rendertype changed to Standard + armature root bone properly parented to skin if one is present + animation export options simplified with batch export capability and relevant docs changes + minor changes to import/export options and docs to make behavior obvious) 2022-01-28 17:28:12 -05:00
William Herald Snyder 091e295649 Triangle winding order for strips accounted for 2022-01-27 22:09:23 -05:00
William Herald Snyder 40343a2f69 The last index of the last triangle strip in a segment is properly included + cleaner reading of STRP 2022-01-27 18:34:53 -05:00
William Herald Snyder a962b4475e Change Blender version to 2.80 to silence warning 2022-01-21 13:26:07 -05:00
William Herald Snyder 637c3c2afa Catch segments with no valid geometry, read NDXL in try-except block 2022-01-20 23:40:19 -05:00
SleepKiller 7fe5b48d0b
Merge pull request #2 from WHSnyder/fully_featured
Docs start, good enough for community testing
2022-01-20 15:08:46 +13:00
Will 24312cc3a0
Apply suggestions from code review
Co-authored-by: SleepKiller <SleepKiller@users.noreply.github.com>
2022-01-19 18:07:14 -08:00
William Herald Snyder 553438c4b4 Merge branch 'fully_featured' of github.com:WHSnyder/SWBF-msh-Blender-Export into fully_featured 2022-01-19 13:51:00 -05:00
William Herald Snyder 47bd3a3977 Import+Export docs start 2022-01-19 13:50:38 -05:00
SleepKiller ae6493d7f2 update readme.md, __init__.py 2022-01-19 16:47:05 +13:00
SleepKiller d00dabc8eb
Merge pull request #1 from WHSnyder/fully_featured
Import (all but cloth) + Export (skins and anims)
2022-01-19 16:25:18 +13:00
Will 58e229f6ad
Check if nothing selected before applying anim 2022-01-18 15:46:30 -05:00
William Herald Snyder dce3f4e498 Skeleton related functions separated into msh_skeleton_utilities + CollisionPrimProperties added for imported primitives that don't have proper names + misc changes to avoid circular imports + minor refactors 2022-01-18 15:16:49 -05:00
William Herald Snyder bae32bdfe4 Other/unsupported material option with stub rendertypes and UI elements + fill MaterialProperties on import 2022-01-15 11:45:38 -05:00
Will Snyder c314592d48 Dont include bone in exported anim if its not keyed or in preserved skel... 2022-01-13 12:52:30 -08:00