mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 04:42:32 +00:00
99c58cca73
Not sure if it actually works as the clients don't render the result properly (can't see anything where the model should be), but the output model does import back into blender properly.
172 lines
5.5 KiB
Python
172 lines
5.5 KiB
Python
# vim:ts=4:et
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# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# copied from io_scene_obj
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# <pep8 compliant>
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bl_info = {
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"name": "Quake MDL format",
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"author": "Bill Currie",
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"blender": (2, 6, 3),
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"api": 35622,
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"location": "File > Import-Export",
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"description": "Import-Export Quake MDL (version 6) files. (.mdl)",
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"warning": "not even alpha",
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"wiki_url": "",
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"tracker_url": "",
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# "support": 'OFFICIAL',
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"category": "Import-Export"}
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# To support reload properly, try to access a package var, if it's there,
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# reload everything
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if "bpy" in locals():
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import imp
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if "import_mdl" in locals():
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imp.reload(import_mdl)
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if "export_mdl" in locals():
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imp.reload(export_mdl)
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import bpy
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from bpy.props import BoolProperty, FloatProperty, StringProperty, EnumProperty
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from bpy.props import FloatVectorProperty, PointerProperty
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from bpy_extras.io_utils import ExportHelper, ImportHelper, path_reference_mode, axis_conversion
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SYNCTYPE=(
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('ST_SYNC', "Syncronized", "Automatic animations are all together"),
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('ST_RAND', "Random", "Automatic animations have random offsets"),
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)
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EFFECTS=(
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('EF_NONE', "None", "No effects"),
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('EF_ROCKET', "Rocket", "Leave a rocket trail"),
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('EF_GRENADE', "Grenade", "Leave a grenade trail"),
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('EF_GIB', "Gib", "Leave a trail of blood"),
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('EF_TRACER', "Tracer", "Green split trail"),
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('EF_ZOMGIB', "Zombie Gib", "Leave a smaller blood trail"),
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('EF_TRACER2', "Tracer 2", "Orange split trail + rotate"),
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('EF_TRACER3', "Tracer 3", "Purple split trail"),
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)
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class QFMDLSettings(bpy.types.PropertyGroup):
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eyeposition = FloatVectorProperty(
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name="Eye Position",
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description="View possion relative to object origin")
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synctype = EnumProperty(
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items=SYNCTYPE,
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name="Sync Type",
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description="Add random time offset for automatic animations")
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rotate = BoolProperty(
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name="Rotate",
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description="Rotate automatically (for pickup items)")
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effects = EnumProperty(
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items=EFFECTS,
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name="Effects",
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description="Particle trail effects")
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#doesn't work :(
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#script = PointerProperty(
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# type=bpy.types.Object,
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# name="Script",
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# description="Script for animating frames and skins")
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script = StringProperty(
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name="Script",
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description="Script for animating frames and skins")
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md16 = BoolProperty(
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name="16-bit",
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description="16 bit vertex coordinates: QuakeForge only")
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class ImportMDL6(bpy.types.Operator, ImportHelper):
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'''Load a Quake MDL (v6) File'''
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bl_idname = "import_mesh.quake_mdl_v6"
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bl_label = "Import MDL"
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filename_ext = ".mdl"
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filter_glob = StringProperty(default="*.mdl", options={'HIDDEN'})
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def execute(self, context):
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from . import import_mdl
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keywords = self.as_keywords (ignore=("filter_glob",))
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return import_mdl.import_mdl(self, context, **keywords)
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class ExportMDL6(bpy.types.Operator, ExportHelper):
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'''Save a Quake MDL (v6) File'''
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bl_idname = "export_mesh.quake_mdl_v6"
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bl_label = "Export MDL"
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filename_ext = ".mdl"
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filter_glob = StringProperty(default="*.mdl", options={'HIDDEN'})
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@classmethod
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def poll(cls, context):
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return (context.active_object != None
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and type(context.active_object.data) == bpy.types.Mesh)
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def execute(self, context):
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from . import export_mdl
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keywords = self.as_keywords (ignore=("check_existing", "filter_glob"))
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return export_mdl.export_mdl(self, context, **keywords)
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class MDLPanel(bpy.types.Panel):
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = 'object'
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bl_label = 'QF MDL'
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@classmethod
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def poll(cls, context):
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obj = context.active_object
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return obj and obj.type == 'MESH'
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def draw(self, context):
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layout = self.layout
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obj = context.active_object
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layout.prop(obj.qfmdl, "eyeposition")
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layout.prop(obj.qfmdl, "synctype")
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layout.prop(obj.qfmdl, "rotate")
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layout.prop(obj.qfmdl, "effects")
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layout.prop(obj.qfmdl, "script")
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layout.prop(obj.qfmdl, "md16")
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def menu_func_import(self, context):
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self.layout.operator(ImportMDL6.bl_idname, text="Quake MDL (.mdl)")
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def menu_func_export(self, context):
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self.layout.operator(ExportMDL6.bl_idname, text="Quake MDL (.mdl)")
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def register():
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bpy.utils.register_module(__name__)
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bpy.types.Object.qfmdl = PointerProperty(type=QFMDLSettings)
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bpy.types.INFO_MT_file_import.append(menu_func_import)
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bpy.types.INFO_MT_file_export.append(menu_func_export)
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def unregister():
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bpy.utils.unregister_module(__name__)
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bpy.types.INFO_MT_file_import.remove(menu_func_import)
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bpy.types.INFO_MT_file_export.remove(menu_func_export)
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if __name__ == "__main__":
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register()
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