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			v1.2.0-rc
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	| Author | SHA1 | Date | |
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| d1d83d39af | |||
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| 125ad2792c | |||
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|   | ba762d9548 | ||
|   | b120b74cd4 | ||
|   | 7b9f5c9cfb | ||
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|   | 0a1866295c | ||
|   | ec54df21d2 | ||
|   | b2bd9c8316 | 
| @@ -1,7 +1,7 @@ | ||||
| bl_info = { | ||||
|     'name': 'SWBF .msh Import-Export', | ||||
|     'author': 'Will Snyder, SleepKiller', | ||||
|     "version": (1, 0, 0), | ||||
|     "version": (1, 2, 1), | ||||
|     'blender': (2, 80, 0), | ||||
|     'location': 'File > Import-Export', | ||||
|     'description': 'Export as SWBF .msh file', | ||||
| @@ -118,6 +118,11 @@ class ExportMSH(Operator, ExportHelper): | ||||
|  | ||||
|     def execute(self, context): | ||||
|  | ||||
|         if 'SELECTED' in self.export_target and len(bpy.context.selected_objects) == 0: | ||||
|             raise Exception("{} was chosen, but you have not selected any objects. " | ||||
|                             " Don't forget to unhide all the objects you wish to select!".format(self.export_target)) | ||||
|  | ||||
|  | ||||
|         scene, armature_obj = create_scene( | ||||
|                                 generate_triangle_strips=self.generate_triangle_strips, | ||||
|                                 apply_modifiers=self.apply_modifiers, | ||||
| @@ -157,14 +162,14 @@ def menu_func_export(self, context): | ||||
|  | ||||
|  | ||||
| class ImportMSH(Operator, ImportHelper): | ||||
|     """ Import an SWBF .msh file. """ | ||||
|     """ Import SWBF .msh file(s). """ | ||||
|  | ||||
|     bl_idname = "swbf_msh.import" | ||||
|     bl_label = "Import SWBF .msh File(s)" | ||||
|     filename_ext = ".msh" | ||||
|  | ||||
|     files: CollectionProperty( | ||||
|             name="File Path", | ||||
|             name="File Path(s)", | ||||
|             type=bpy.types.OperatorFileListElement, | ||||
|             ) | ||||
|  | ||||
| @@ -176,7 +181,7 @@ class ImportMSH(Operator, ImportHelper): | ||||
|  | ||||
|     animation_only: BoolProperty( | ||||
|         name="Import Animation(s)", | ||||
|         description="Import on or more animations from the selected files and append each as a new Action to currently selected Armature.", | ||||
|         description="Import one or more animations from the selected files and append each as a new Action to currently selected Armature.", | ||||
|         default=False | ||||
|     ) | ||||
|  | ||||
|   | ||||
| @@ -138,6 +138,9 @@ class Reader: | ||||
|     def how_much_left(self, pos): | ||||
|         return self.end_pos - pos | ||||
|  | ||||
|     def bytes_remaining(self): | ||||
|         return self.end_pos - self.file.tell() | ||||
|  | ||||
|     def skip_until(self, header): | ||||
|         while (self.could_have_child() and header not in self.peak_next_header()): | ||||
|             self.skip_bytes(1) | ||||
|   | ||||
| @@ -32,7 +32,6 @@ def extract_and_apply_anim(filename : str, scene : Scene): | ||||
|  | ||||
|     if scene.animation is None: | ||||
|         raise Exception("No animation found in msh file!") | ||||
|      | ||||
|     else: | ||||
|         head, tail = os.path.split(filename) | ||||
|         anim_name = tail.split(".")[0] | ||||
| @@ -40,6 +39,10 @@ def extract_and_apply_anim(filename : str, scene : Scene): | ||||
|         if anim_name in bpy.data.actions: | ||||
|             bpy.data.actions.remove(bpy.data.actions[anim_name], do_unlink=True) | ||||
|  | ||||
|             for nt in arma.animation_data.nla_tracks: | ||||
|                 if anim_name == nt.strips[0].name: | ||||
|                     arma.animation_data.nla_tracks.remove(nt) | ||||
|  | ||||
|         action = bpy.data.actions.new(anim_name) | ||||
|         action.use_fake_user = True | ||||
|  | ||||
| @@ -103,4 +106,5 @@ def extract_and_apply_anim(filename : str, scene : Scene): | ||||
|                     fcurve_loc_z.keyframe_points.insert(i,t.z) | ||||
|  | ||||
|         arma.animation_data.action = action | ||||
|  | ||||
|         track = arma.animation_data.nla_tracks.new() | ||||
|         track.strips.new(action.name, action.frame_range[0], action) | ||||
|   | ||||
| @@ -47,6 +47,7 @@ class FillSWBFMaterialProperties(bpy.types.Operator): | ||||
|             mat.swbf_msh_mat.doublesided = not mat.use_backface_culling | ||||
|             mat.swbf_msh_mat.hardedged_transparency = (mat.blend_method == "CLIP") | ||||
|             mat.swbf_msh_mat.blended_transparency = (mat.blend_method == "BLEND") | ||||
|             mat.swbf_msh_mat.additive_transparency = (mat.blend_method == "ADDITIVE") | ||||
|  | ||||
|  | ||||
|             # Below is all for filling the diffuse map/texture_0 fields | ||||
| @@ -71,6 +72,7 @@ class FillSWBFMaterialProperties(bpy.types.Operator): | ||||
|                             texture_node = curr_node | ||||
|                             break | ||||
|                         else: | ||||
|                             # Crude but good for now | ||||
|                             next_nodes = [] | ||||
|                             for node_input in curr_node.inputs: | ||||
|                                 for link in node_input.links: | ||||
| @@ -124,6 +126,7 @@ def draw_matfill_menu(self, context): | ||||
|  | ||||
| # Creates shader nodes to emulate SWBF material properties. | ||||
| # Will probably only support for a narrow subset of properties... | ||||
| # So much fun to write this, will probably do all render types by end of October | ||||
|  | ||||
| class GenerateMaterialNodesFromSWBFProperties(bpy.types.Operator): | ||||
|      | ||||
| @@ -170,7 +173,6 @@ to provide an exact emulation""" | ||||
|  | ||||
|             bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled") | ||||
|  | ||||
|  | ||||
|             texImage = material.node_tree.nodes.new('ShaderNodeTexImage') | ||||
|             texImage.image = bpy.data.images.load(diffuse_texture_path) | ||||
|             texImage.image.alpha_mode = 'CHANNEL_PACKED' | ||||
| @@ -181,17 +183,30 @@ to provide an exact emulation""" | ||||
|             bsdf.inputs["Roughness"].default_value = 1.0 | ||||
|             bsdf.inputs["Specular"].default_value = 0.0 | ||||
|  | ||||
|             if mat_props.hardedged_transparency and not mat_props.glow: | ||||
|                 material.blend_method = "CLIP" | ||||
|                 material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha'])  | ||||
|  | ||||
|             material.use_backface_culling = not bool(mat_props.doublesided) | ||||
|  | ||||
|             surface_output_nodes.append(tuple(('BSDF', bsdf))) | ||||
|             surface_output_nodes.append(('BSDF', bsdf)) | ||||
|  | ||||
|             if not mat_props.glow: | ||||
|                 if mat_props.hardedged_transparency: | ||||
|                     material.blend_method = "CLIP" | ||||
|                     material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha']) | ||||
|                 elif mat_props.blended_transparency: | ||||
|                     material.blend_method = "BLEND"  | ||||
|                     material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha']) | ||||
|                 elif mat_props.additive_transparency: | ||||
|  | ||||
|                     # most complex  | ||||
|                     transparent_bsdf = material.node_tree.nodes.new("ShaderNodeBsdfTransparent") | ||||
|                     add_shader = material.node_tree.nodes.new("ShaderNodeAddShader") | ||||
|  | ||||
|                     material.node_tree.links.new(add_shader.inputs[0], bsdf.outputs["BSDF"]) | ||||
|                     material.node_tree.links.new(add_shader.inputs[1], transparent_bsdf.outputs["BSDF"]) | ||||
|  | ||||
|                     surface_output_nodes[0] = ('Shader', add_shader) | ||||
|  | ||||
|             # Glow (adds another shader output) | ||||
|             if mat_props.glow: | ||||
|             else: | ||||
|  | ||||
|                 emission = material.node_tree.nodes.new("ShaderNodeEmission") | ||||
|                 material.node_tree.links.new(emission.inputs['Color'], texImage.outputs['Color'])  | ||||
| @@ -204,7 +219,7 @@ to provide an exact emulation""" | ||||
|  | ||||
|                 material.node_tree.links.new(emission.inputs['Strength'], emission_strength_multiplier.outputs[0]) | ||||
|  | ||||
|                 surface_output_nodes.append(tuple(("Emission", emission))) | ||||
|                 surface_output_nodes.append(("Emission", emission)) | ||||
|  | ||||
|             surfaces_output = None | ||||
|             if (len(surface_output_nodes) == 1): | ||||
| @@ -261,7 +276,7 @@ to provide an exact emulation""" | ||||
|  | ||||
|             # Clear all anims in all cases | ||||
|             if material.node_tree.animation_data: | ||||
|                 material.node_tree.animation_data.action.fcurves.clear() | ||||
|                 material.node_tree.animation_data_clear() | ||||
|  | ||||
|  | ||||
|             if "SCROLL" in mat_props.rendertype: | ||||
| @@ -288,7 +303,7 @@ to provide an exact emulation""" | ||||
|  | ||||
|             # Don't know how to set interpolation when adding keyframes | ||||
|             # so we must do it after the fact | ||||
|             if material.node_tree.animation_data: | ||||
|             if material.node_tree.animation_data and material.node_tree.animation_data.action: | ||||
|                 for fcurve in material.node_tree.animation_data.action.fcurves: | ||||
|                     for kf in fcurve.keyframe_points.values(): | ||||
|                         kf.interpolation = 'LINEAR' | ||||
|   | ||||
| @@ -73,7 +73,7 @@ class Model: | ||||
|     name: str = "Model" | ||||
|     parent: str = "" | ||||
|     model_type: ModelType = ModelType.NULL | ||||
|     hidden: bool = True | ||||
|     hidden: bool = False | ||||
|  | ||||
|     transform: ModelTransform = field(default_factory=ModelTransform) | ||||
|  | ||||
|   | ||||
| @@ -32,33 +32,62 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool | ||||
|     pure_bones_from_armature = {} | ||||
|     armature_found = None | ||||
|  | ||||
|     objects_to_export = select_objects(export_target) | ||||
|     # Non-bone objects that will be exported | ||||
|     blender_objects_to_export = [] | ||||
|  | ||||
|     for uneval_obj in objects_to_export: | ||||
|         if uneval_obj.type == "ARMATURE": | ||||
|     # This must be seperate from the list above, | ||||
|     # since exported objects will contain Blender objects as well as bones | ||||
|     # Here we just keep track of all names, regardless of origin | ||||
|     exported_object_names: Set[str] = set()  | ||||
|  | ||||
|     # Me must keep track of hidden objects separately because | ||||
|     # evaluated_get clears hidden status | ||||
|     blender_objects_to_hide: Set[str] = set() | ||||
|  | ||||
|     # Armature must be processed before everything else! | ||||
|  | ||||
|     # In this loop we also build a set of names of all objects | ||||
|     # that will be exported.  This is necessary so we can prune vertex | ||||
|     # groups that do not reference exported objects in the main  | ||||
|     # model building loop below this one. | ||||
|     for uneval_obj in select_objects(export_target): | ||||
|  | ||||
|         if get_is_model_hidden(uneval_obj): | ||||
|             blender_objects_to_hide.add(uneval_obj.name) | ||||
|  | ||||
|         if uneval_obj.type == "ARMATURE" and not armature_found: | ||||
|             # Keep track of the armature, we don't want to process > 1! | ||||
|             armature_found = uneval_obj.evaluated_get(depsgraph) if apply_modifiers else uneval_obj | ||||
|             # Get all bones in a separate list.  While we iterate through | ||||
|             # objects we removed bones with geometry from this dict.  After iteration | ||||
|             # is done, we add the remaining bones to the models from exported | ||||
|             # scene objects. | ||||
|             pure_bones_from_armature = expand_armature(armature_found) | ||||
|             break | ||||
|             # All bones to set | ||||
|             exported_object_names.update(pure_bones_from_armature.keys()) | ||||
|          | ||||
|     for uneval_obj in objects_to_export: | ||||
|         if uneval_obj.type == "ARMATURE" or (uneval_obj.type in SKIPPED_OBJECT_TYPES and uneval_obj.name not in parents): | ||||
|             continue | ||||
|         elif not (uneval_obj.type in SKIPPED_OBJECT_TYPES and uneval_obj.name not in parents): | ||||
|             exported_object_names.add(uneval_obj.name) | ||||
|             blender_objects_to_export.append(uneval_obj) | ||||
|          | ||||
|         else: | ||||
|             pass | ||||
|  | ||||
|     for uneval_obj in blender_objects_to_export: | ||||
|  | ||||
|         obj = uneval_obj.evaluated_get(depsgraph) if apply_modifiers else uneval_obj | ||||
|  | ||||
|         check_for_bad_lod_suffix(obj) | ||||
|  | ||||
|         # Test for a mesh object that is actually a BONE (shares name with bone_parent) | ||||
|         # Test for a mesh object that should be a BONE on export. | ||||
|         # If so, we inject geometry into the BONE while not modifying it's transform/name | ||||
|         if obj.parent_bone and obj.parent_bone in pure_bones_from_armature: | ||||
|             model = pure_bones_from_armature[obj.parent_bone] | ||||
|             # Since we found a composite bone, removed it from the dict of pure bones | ||||
|             pure_bones_from_armature.pop(obj.parent_bone) | ||||
|         # and remove it from the set of BONES without geometry (pure). | ||||
|         if obj.name in pure_bones_from_armature: | ||||
|             model = pure_bones_from_armature.pop(obj.name) | ||||
|         else: | ||||
|             model = Model() | ||||
|             model.name = obj.name | ||||
|             model.model_type = get_model_type(obj, skeleton_only) | ||||
|             model.hidden = get_is_model_hidden(obj) | ||||
|             model.model_type = ModelType.NULL if skeleton_only else get_model_type(obj, armature_found) | ||||
|  | ||||
|             transform = obj.matrix_local | ||||
|  | ||||
| @@ -82,10 +111,19 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool | ||||
|             model.transform.rotation = convert_rotation_space(local_rotation)   | ||||
|             model.transform.translation = convert_vector_space(local_translation) | ||||
|  | ||||
|         if obj.type in MESH_OBJECT_TYPES: | ||||
|         if obj.type in MESH_OBJECT_TYPES and not skeleton_only: | ||||
|  | ||||
|             # Vertex groups are often used for purposes other than skinning. | ||||
|             # Here we gather all vgroups and select the ones that reference | ||||
|             # objects included in the export. | ||||
|             valid_vgroup_indices : Set[int] = set() | ||||
|             if model.model_type == ModelType.SKIN: | ||||
|                 valid_vgroups = [group for group in obj.vertex_groups if group.name in exported_object_names] | ||||
|                 valid_vgroup_indices = { group.index for group in valid_vgroups } | ||||
|                 model.bone_map = [ group.name for group in valid_vgroups ] | ||||
|  | ||||
|             mesh = obj.to_mesh() | ||||
|             model.geometry = create_mesh_geometry(mesh, obj.vertex_groups) | ||||
|             model.geometry = create_mesh_geometry(mesh, valid_vgroup_indices) | ||||
|  | ||||
|             obj.to_mesh_clear() | ||||
|  | ||||
| @@ -98,20 +136,17 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool | ||||
|                     raise RuntimeError(f"Object '{obj.name}' has resulted in a .msh geometry segment that has " | ||||
|                                        f"more than {MAX_MSH_VERTEX_COUNT} vertices! Split the object's mesh up " | ||||
|                                        f"and try again!") | ||||
|             if obj.vertex_groups: | ||||
|                 model.bone_map = [group.name for group in obj.vertex_groups] | ||||
|  | ||||
|  | ||||
|         if get_is_collision_primitive(obj): | ||||
|             model.collisionprimitive = get_collision_primitive(obj) | ||||
|  | ||||
|         model.hidden = model.name in blender_objects_to_hide | ||||
|  | ||||
|         models_list.append(model) | ||||
|  | ||||
|     # We removed all composite bones after looking through the objects, | ||||
|     # so the bones left are all pure and we add them all here. | ||||
|     models_list += pure_bones_from_armature.values() | ||||
|  | ||||
|     return (models_list, armature_found) | ||||
|     return (models_list + list(pure_bones_from_armature.values()), armature_found) | ||||
|  | ||||
|  | ||||
|  | ||||
| @@ -127,7 +162,7 @@ def create_parents_set() -> Set[str]: | ||||
|  | ||||
|     return parents | ||||
|  | ||||
| def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[GeometrySegment]: | ||||
| def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -> List[GeometrySegment]: | ||||
|     """ Creates a list of GeometrySegment objects from a Blender mesh. | ||||
|         Does NOT create triangle strips in the GeometrySegment however. """ | ||||
|  | ||||
| @@ -148,7 +183,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet | ||||
|         for segment in segments: | ||||
|             segment.colors = [] | ||||
|  | ||||
|     if has_weights: | ||||
|     if valid_vgroup_indices: | ||||
|         for segment in segments: | ||||
|             segment.weights = [] | ||||
|  | ||||
| @@ -185,6 +220,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet | ||||
|  | ||||
|             if segment.weights is not None: | ||||
|                 for v in mesh.vertices[vertex_index].groups: | ||||
|                     if v.group in valid_vgroup_indices:                     | ||||
|                         yield v.group | ||||
|                         yield v.weight | ||||
|  | ||||
| @@ -213,8 +249,7 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet | ||||
|  | ||||
|         if segment.weights is not None: | ||||
|             groups = mesh.vertices[vertex_index].groups | ||||
|             | ||||
|             segment.weights.append([VertexWeight(v.weight, v.group) for v in groups]) | ||||
|             segment.weights.append([VertexWeight(v.weight, v.group) for v in groups if v.group in valid_vgroup_indices]) | ||||
|  | ||||
|         return new_index | ||||
|  | ||||
| @@ -233,12 +268,29 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet | ||||
|  | ||||
|     return segments | ||||
|  | ||||
| def get_model_type(obj: bpy.types.Object, skel_only: bool) -> ModelType: | ||||
| def get_model_type(obj: bpy.types.Object, armature_found: bpy.types.Object) -> ModelType: | ||||
|     """ Get the ModelType for a Blender object. """ | ||||
|  | ||||
|     if obj.type in MESH_OBJECT_TYPES and not skel_only: | ||||
|         if obj.vertex_groups: | ||||
|     if obj.type in MESH_OBJECT_TYPES: | ||||
|         # Objects can have vgroups for non-skinning purposes. | ||||
|         # If we can find one vgroup that shares a name with a bone in the  | ||||
|         # armature, we know the vgroup is for weighting purposes and thus | ||||
|         # the object is a skin.  Otherwise, interpret it as a static mesh. | ||||
|  | ||||
|         # We must also check that an armature included in the export | ||||
|         # and that it is the same one this potential skin is weighting to. | ||||
|         # If we failed to do this, a user could export a selected object | ||||
|         # that is a skin, but the weight data in the export would reference | ||||
|         # nonexistent models! | ||||
|         if (obj.vertex_groups and armature_found and  | ||||
|             obj.parent and obj.parent.name == armature_found.name): | ||||
|              | ||||
|             for vgroup in obj.vertex_groups: | ||||
|                 if vgroup.name in armature_found.data.bones: | ||||
|                     return ModelType.SKIN | ||||
|  | ||||
|             return ModelType.STATIC | ||||
|          | ||||
|         else: | ||||
|             return ModelType.STATIC | ||||
|  | ||||
| @@ -247,6 +299,9 @@ def get_model_type(obj: bpy.types.Object, skel_only: bool) -> ModelType: | ||||
| def get_is_model_hidden(obj: bpy.types.Object) -> bool: | ||||
|     """ Gets if a Blender object should be marked as hidden in the .msh file. """ | ||||
|  | ||||
|     if obj.hide_get(): | ||||
|         return True | ||||
|  | ||||
|     name = obj.name.lower() | ||||
|  | ||||
|     if name.startswith("c_"): | ||||
| @@ -311,6 +366,14 @@ def get_collision_primitive_shape(obj: bpy.types.Object) -> CollisionPrimitiveSh | ||||
|     """ Gets the CollisionPrimitiveShape of an object or raises an error if | ||||
|         it can't. """ | ||||
|  | ||||
|     # arc170 fighter has examples of box colliders without proper naming | ||||
|     # and cis_hover_aat has a cylinder which is named p_vehiclesphere. | ||||
|     # To export these properly we must check the collision_prim property | ||||
|     # that was assigned on import BEFORE looking at the name. | ||||
|     prim_type = obj.swbf_msh_coll_prim.prim_type | ||||
|     if prim_type in [item.value for item in CollisionPrimitiveShape]: | ||||
|         return CollisionPrimitiveShape(prim_type) | ||||
|  | ||||
|     name = obj.name.lower() | ||||
|  | ||||
|     if "sphere" in name or "sphr" in name or "spr" in name: | ||||
| @@ -320,11 +383,6 @@ def get_collision_primitive_shape(obj: bpy.types.Object) -> CollisionPrimitiveSh | ||||
|     if "box" in name or "cube" in name or "cuboid" in name: | ||||
|         return CollisionPrimitiveShape.BOX | ||||
|  | ||||
|     # arc170 fighter has examples of box colliders without proper naming | ||||
|     prim_type = obj.swbf_msh_coll_prim.prim_type | ||||
|     if prim_type in [item.value for item in CollisionPrimitiveShape]: | ||||
|         return CollisionPrimitiveShape(prim_type) | ||||
|  | ||||
|     raise RuntimeError(f"Object '{obj.name}' has no primitive type specified in it's name!") | ||||
|  | ||||
|  | ||||
| @@ -436,6 +494,7 @@ def expand_armature(armature: bpy.types.Object) -> Dict[str, Model]: | ||||
|  | ||||
|         model.model_type = ModelType.BONE if bone.name in proper_BONES else ModelType.NULL | ||||
|         model.name = bone.name | ||||
|         model.hidden = True | ||||
|         model.transform.rotation = convert_rotation_space(local_rotation) | ||||
|         model.transform.translation = convert_vector_space(local_translation) | ||||
|  | ||||
|   | ||||
| @@ -8,6 +8,25 @@ import math | ||||
| from mathutils import Vector, Matrix | ||||
|  | ||||
|  | ||||
|  | ||||
| # Convert model with geometry to null. | ||||
| # Currently not used, but could be necessary in the future. | ||||
| def make_null(model : Model): | ||||
|     model.model_type = ModelType.NULL | ||||
|     bone_map = None | ||||
|     geometry = None | ||||
|  | ||||
|  | ||||
| # I think this is all we need to check for to avoid  | ||||
| # common ZE/ZETools crashes... | ||||
| def validate_geometry_segment(segment : GeometrySegment) -> bool: | ||||
|     if not segment.positions or not segment.triangle_strips: | ||||
|         return False | ||||
|     else: | ||||
|         return True | ||||
|  | ||||
|  | ||||
|  | ||||
| def inject_dummy_data(model : Model): | ||||
|     """  Adds a triangle and material to the model (scene root).  Needed to export zenasst-compatible skeletons. """ | ||||
|     model.hidden = True | ||||
|   | ||||
| @@ -165,18 +165,22 @@ def _read_matd(matd: Reader) -> Material: | ||||
|  | ||||
|         elif next_header == "TX0D": | ||||
|             with matd.read_child() as tx0d: | ||||
|                 if tx0d.bytes_remaining() > 0: | ||||
|                     mat.texture0 = tx0d.read_string() | ||||
|  | ||||
|         elif next_header == "TX1D": | ||||
|             with matd.read_child() as tx1d: | ||||
|                 if tx1d.bytes_remaining() > 0: | ||||
|                     mat.texture1 = tx1d.read_string() | ||||
|  | ||||
|         elif next_header == "TX2D": | ||||
|             with matd.read_child() as tx2d: | ||||
|                 if tx2d.bytes_remaining() > 0: | ||||
|                     mat.texture2 = tx2d.read_string() | ||||
|  | ||||
|         elif next_header == "TX3D": | ||||
|             with matd.read_child() as tx3d: | ||||
|                 if tx3d.bytes_remaining() > 0: | ||||
|                     mat.texture3 = tx3d.read_string() | ||||
|  | ||||
|         else: | ||||
| @@ -203,6 +207,8 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model: | ||||
|  | ||||
|                 global model_counter | ||||
|                 global mndx_remap | ||||
|  | ||||
|                 if index not in mndx_remap: | ||||
|                     mndx_remap[index] = model_counter | ||||
|  | ||||
|                 model_counter += 1 | ||||
|   | ||||
| @@ -195,6 +195,5 @@ def extract_scene(filepath: str, scene: Scene): | ||||
|     for model in scene.models: | ||||
|         if model.name in model_map: | ||||
|             obj = model_map[model.name] | ||||
|             if get_is_model_hidden(obj) and len(obj.children) == 0: | ||||
|                 obj.hide_set(True) | ||||
|             obj.hide_set(model.hidden or get_is_model_hidden(obj)) | ||||
|  | ||||
|   | ||||
| @@ -9,7 +9,7 @@ from mathutils import Vector | ||||
| from .msh_model import Model, Animation, ModelType | ||||
| from .msh_scene import Scene, SceneAABB | ||||
| from .msh_model_gather import gather_models | ||||
| from .msh_model_utilities import sort_by_parent, has_multiple_root_models, reparent_model_roots, get_model_world_matrix, inject_dummy_data | ||||
| from .msh_model_utilities import make_null, validate_geometry_segment, sort_by_parent, has_multiple_root_models, reparent_model_roots, get_model_world_matrix, inject_dummy_data | ||||
| from .msh_model_triangle_strips import create_models_triangle_strips | ||||
| from .msh_material import * | ||||
| from .msh_material_gather import gather_materials | ||||
| @@ -53,6 +53,20 @@ def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_t | ||||
|                 for segment in model.geometry: | ||||
|                     segment.triangle_strips = segment.triangles | ||||
|  | ||||
|     # After generating triangle strips we must prune any segments that don't have | ||||
|     # them, or else ZE and most versions of ZETools will crash. | ||||
|  | ||||
|     # We could also make models with no valid segments nulls, since they might as well be,  | ||||
|     # but that could have unforseeable consequences further down the modding pipeline | ||||
|     # and is not necessary to avoid the aforementioned crashes... | ||||
|     for model in scene.models: | ||||
|         if model.geometry is not None: | ||||
|             # Doing this in msh_model_gather would be messy and the presence/absence | ||||
|             # of triangle strips is required for a validity check. | ||||
|             model.geometry = [segment for segment in model.geometry if validate_geometry_segment(segment)] | ||||
|             #if not model.geometry: | ||||
|             #    make_null(model) | ||||
|  | ||||
|     if has_multiple_root_models(scene.models): | ||||
|         scene.models = reparent_model_roots(scene.models) | ||||
|  | ||||
|   | ||||
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