SWBF-msh-Blender-IO/addons/io_scene_swbf_msh
William Herald Snyder 63f9e43e17 Read SHDW chunks 2023-01-06 21:30:45 -05:00
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__init__.py Many msh files (e.g. those in BFX) have multiple models assigned to the same index (MNDX). Indices should be linked only to the first model that uses them to ensure proper skinning. 2022-10-09 13:55:24 -04:00
chunked_file_reader.py Check number of bytes remaining before reading texture strings 2022-10-29 12:59:11 -04:00
crc.py CRC rewrite 2021-01-07 14:18:31 -05:00
msh_anim_gather.py Skeleton import code moved to separate file + other renaming 2022-10-01 07:56:19 -04:00
msh_anim_to_blend.py Anim import code moved to new file 2022-10-01 15:10:00 -04:00
msh_collision_prim_properties.py 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
msh_material.py 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
msh_material_gather.py Better material generation for basic rendertypes 2022-09-28 08:48:50 -04:00
msh_material_operators.py Blend + hardedged transparency emulated via settings + additive emulated by adding the output of the PBSDF and a default Transparent BSDF. Bugfix: animation data is cleared from nodetrees via a stable method. FCurves.clear() is too new... 2022-10-04 09:58:36 -04:00
msh_material_properties.py 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
msh_material_to_blend.py Data field 0 overrunning bounds of UI_MATERIAL_ANIMATION_LENGTHS bugfix 2022-10-03 10:28:53 -04:00
msh_material_ui_strings.py Other/unsupported material option with stub rendertypes and UI elements + fill MaterialProperties on import 2022-01-15 11:45:38 -05:00
msh_material_utilities.py Silly _REVERSE_RENDERTYPES_MAPPING replaced with dict comprehension 2022-10-01 12:17:26 -04:00
msh_mesh_to_blend.py Create mesh object for any model with geometry regardless of type + triangle strip winding order bugfix 2022-10-01 07:52:19 -04:00
msh_model.py Read SHDW chunks 2023-01-06 21:30:45 -05:00
msh_model_gather.py Hidden objects will be unhidden after calling evaluated_get, so they must be tracked beforehand when exporting. 2022-10-08 22:10:40 -04:00
msh_model_triangle_strips.py basic working version 2019-11-11 23:03:52 +13:00
msh_model_utilities.py Prune segments with empty triangle strips. ZE and most versions of ZETools require triangle strips. 2022-10-06 10:23:13 -07:00
msh_scene.py 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
msh_scene_read.py Read SHDW chunks 2023-01-06 21:30:45 -05:00
msh_scene_save.py 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
msh_scene_to_blend.py Models shouldn't be hidden by default, as many models have objects that are obviously not hidden but do not have FLGS chunks + objects with children can be hidden, only older versions of Blender automatically hide children when parent is hidden 2022-10-08 21:31:08 -04:00
msh_scene_utilities.py Prune segments with empty triangle strips. ZE and most versions of ZETools require triangle strips. 2022-10-06 10:23:13 -07:00
msh_skeleton_properties.py 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
msh_skeleton_to_blend.py Skeleton import code moved to separate file + other renaming 2022-10-01 07:56:19 -04:00
msh_skeleton_utilities.py Skeleton import code moved to separate file + other renaming 2022-10-01 07:56:19 -04:00
msh_utilities.py Animations importing correctly for most models, though some (acklay and human) are very wrong and others have one or two incorrect bones (at-at). Bones are imported as is and not made to look pretty in order to preserve animation ease. Letting users import cleaned up skeletons while preserving original transforms via some sort of context-menu addon might be worthwhile... 2020-12-06 00:19:58 -05:00
msh_writer.py basic working version 2019-11-11 23:03:52 +13:00
option_file_parser.py Quick and dirty option file parser 2022-10-03 14:11:44 -04:00
zaa_to_blend.py Fill material properties upon import + if SKL2 missing, assume all BONE models are in it + SkeletonProperties only relevant for imported meshes + chunked_file_reader no longer assumes 4-byte alignment 2022-01-11 14:02:17 -05:00