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-rwxr-xr-xdrafts/init-v0.1-from-3DS-io-addon.py214
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diff --git a/drafts/init-v0.1-from-3DS-io-addon.py b/drafts/init-v0.1-from-3DS-io-addon.py
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+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+bl_info = {
+ "name": "Export Half-Life 1 Tools Format(.map)",
+ "author": "Ludovic Pouzenc",
+ "version": (0, 1, 0),
+ "blender": (2, 79, 0),
+ "location": "File > Export > Half-Life 1 tools (.map)",
+ "description": "Export mesh to Half-Life 1 tools (.map)",
+ "warning": "",
+ #"wiki_url": "http://to.do",
+ "category": "Import-Export"}
+
+"""
+Related links:
+https://developer.valvesoftware.com/wiki/MAP_file_format
+
+Usage Notes:
+Map file could be opened in Valve Hammer 3.4 editor (prefered bit windows only)
+or passed to orignal's or ZLHT's compiler tools (use wine to run them on linux)
+
+MAP format defines solids (brushes) as a set of intersecting planes.
+Planes a defined by 3 points in space (could be different from face's vertices)
+
+This is (very) unusual. This cannot reprents things such as :
+* Concave meshes
+* Non-planar faces
+Existing tools that use this .map format probably don't cope with :
+* ngons with n > 32
+
+For now this script do :
+* For each mesh in current scene
+** Simplify it (remove doubles in vertices, fill holes, connect vertices to not have concave faces nor non planar faces)
+** Recalc face normals to have them pointing to this outside of the mesh
+* For each object in current scene that is type 'MESH'
+** Take the mesh and local to world matrix
+** Make a .map brush for each mesh's blender face (world coords, scaled by blender_to_map_scale_factor)
+** Put AAATRIGGER texture stupidly
+** Output it as part of worldspawn entity in .map
+
+"""
+
+if "bpy" in locals():
+ import importlib
+# if "import_3ds" in locals():
+# importlib.reload(import_hl1map)
+ if "export_hl1map" in locals():
+ importlib.reload(export_hl1map)
+
+import bpy
+from bpy.props import (
+ BoolProperty,
+ CollectionProperty,
+ FloatProperty,
+ StringProperty,
+ )
+from bpy_extras.io_utils import (
+# ImportHelper,
+ ExportHelper,
+ )
+
+#class ImportHL1MAP(bpy.types.Operator, ImportHelper):
+# """Import Half-Life 1 Tools Format(.map)"""
+# bl_idname = "import_scene.hl1_map"
+# bl_label = 'Half-Life 1 tools (.map)'
+# bl_options = {'UNDO'}
+
+# filename_ext = ".map"
+# filter_glob = StringProperty(default="*.map", options={'HIDDEN'})
+
+# constrain_size = FloatProperty(
+# name="Size Constraint",
+# description="Scale the model by 10 until it reaches the "
+# "size constraint (0 to disable)",
+# min=0.0, max=1000.0,
+# soft_min=0.0, soft_max=1000.0,
+# default=10.0,
+# )
+# use_image_search = BoolProperty(
+# name="Image Search",
+# description="Search subdirectories for any associated images "
+# "(Warning, may be slow)",
+# default=True,
+# )
+# use_apply_transform = BoolProperty(
+# name="Apply Transform",
+# description="Workaround for object transformations "
+# "importing incorrectly",
+# default=True,
+# )
+
+# def execute(self, context):
+# from . import import_3ds
+
+# keywords = self.as_keywords(ignore=("axis_forward",
+# "axis_up",
+# "filter_glob",
+# ))
+
+# global_matrix = axis_conversion(from_forward=self.axis_forward,
+# from_up=self.axis_up,
+# ).to_4x4()
+# keywords["global_matrix"] = global_matrix
+
+# return import_3ds.load(self, context, **keywords)
+
+class WorldSpawnEntityProp(bpy.types.PropertyGroup):
+ value = bpy.props.StringProperty(name='')
+
+class ExportHL1MAP(bpy.types.Operator, ExportHelper):
+ """Export Half-Life 1 Tools Format(.map)"""
+ bl_idname = 'export_scene.hl1_map'
+ bl_label = 'Export HL1 .map'
+
+ filename_ext = '.map'
+
+ filter_glob = StringProperty(default='*'+filename_ext, options={'HIDDEN'})
+
+ use_selection = BoolProperty(
+ name='Selection Only',
+ description='Export selected objects only',
+ default=False,
+ )
+
+ blender_to_map_scale_factor = FloatProperty(
+ name='Upscaling factor',
+ description='Scale from blender world coordinates to map brush coordinates',
+ default=100,
+ )
+ # self.attrs is a list of objects representing application specific and dynamically set attributes
+ attrs = []
+ # https://developer.valvesoftware.com/wiki/MAP_file_format
+ collection = CollectionProperty(
+ name='Worldspawn entity properties',
+ description='All non-entity brushes in .map belongs to a Worldspawn entity that have mandatory properties to be ran in-game',
+ type=WorldSpawnEntityProp,
+ )
+
+ worldspawn_props = {
+ 'classname': 'worldspawn',
+ 'sounds': 1,
+ 'MaxRange': 4096,
+ 'mapversion': 220,
+ 'wad': '\\half-life\\valve\\xeno.wad;\\half-life\\valve\\decals.wad;\\half-life\\valve\\halflife.wad;\\half-life\\valve\\liquids.wad'
+ }
+ def invoke(self, context, event):
+ self.collection.clear()
+ for attr in self.attrs:
+ # create a new item in self.collection
+ collectionItem = self.collection.add()
+ collectionItem.name = attr.name
+ collectionItem.value = attr.value
+ attr.collectionItem = collectionItem
+ return super(ExportHL1MAP, self).invoke(context, event)
+ # FIXME https://blenderartists.org/t/how-to-set-a-property-for-an-operator-dynamically/615897/6
+ # def draw(self, context):
+ # layout = self.layout
+ # for attr in self.attrs:
+ # attrName = attr[0]
+ # row = self.layout.split()
+ # # it's not possible to set the name for an item in self.collection,
+ # # however it's possible to set a label dynamically
+ # row.label(attr.name)
+ # # the following property refers to the attribute <value> of the item in self.collection
+ # # remember the attribute <value> was defined in the class CustomFloatProperty
+ # row.prop(attr.collectionItem, "value")
+ # return super(ExportHL1MAP, self).draw(context)
+
+ def execute(self, context):
+ from . import export_hl1map
+ keywords = self.as_keywords(ignore=('filter_glob','check_existing'))
+ keywords['worldspawn_props'] = self.worldspawn_props
+ print('export_hl1map.save(self, context, ', keywords, ')')
+ return export_hl1map.save(self, context, **keywords)
+
+
+
+# Add to a menu
+def menu_func_export(self, context):
+ self.layout.operator(ExportHL1MAP.bl_idname, text="Half-Life 1 tools (.map)")
+
+#def menu_func_import(self, context):
+# self.layout.operator(ImportHL1MAP.bl_idname, text="Half-Life 1 tools (.map)")
+
+
+def register():
+ bpy.utils.register_module(__name__)
+# bpy.types.INFO_MT_file_import.append(menu_func_import)
+ bpy.types.INFO_MT_file_export.append(menu_func_export)
+
+
+def unregister():
+ bpy.utils.unregister_module(__name__)
+# bpy.types.INFO_MT_file_import.remove(menu_func_import)
+ bpy.types.INFO_MT_file_export.remove(menu_func_export)
+
+if __name__ == "__main__":
+ register()