diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..29d45aa --- /dev/null +++ b/.gitignore @@ -0,0 +1,8 @@ +# Ignore contents of specific folders +done/* +output/* +textures/* +units/* +# Ignore specific folder +net6.0-windows/ +output2/ diff --git a/ConvertExportedToUnreal.blend b/ConvertExportedToUnreal.blend new file mode 100644 index 0000000..a7c2b54 Binary files /dev/null and b/ConvertExportedToUnreal.blend differ diff --git a/ConvertExportedToUnreal.blend1 b/ConvertExportedToUnreal.blend1 new file mode 100644 index 0000000..86d16ae Binary files /dev/null and b/ConvertExportedToUnreal.blend1 differ diff --git a/ExportModels.bat b/ExportModels.bat new file mode 100644 index 0000000..f9e233a --- /dev/null +++ b/ExportModels.bat @@ -0,0 +1,33 @@ +@echo off +setlocal enabledelayedexpansion + +rem Get the path of the script +set "scriptPath=%~dp0" + +rem Set the relative paths from the script location +set "parserPath=%scriptPath%\net6.0-windows\PD2ModelParser.exe" +set "sourceFolder=%scriptPath%\units" +set "exportCommand=--export=" +set "loadCommand=--load=" + +echo Parsing .model files in %sourceFolder% and its subdirectories... + +rem Check if the 'units' folder exists, if not, create it +if not exist "%sourceFolder%" ( + mkdir "%sourceFolder%" + echo Created folder: %sourceFolder% +) + +for /R "%sourceFolder%" %%F in (*.model) do ( + set "loadValue=%%F" + set "exportValue=!loadValue:.model=.gltf!" + + echo Processing: !loadValue! + echo Exporting to: !exportValue! + + "%parserPath%" %loadCommand%!loadValue! %exportCommand%!exportValue! +) + +echo Processing complete. + +endlocal diff --git a/ModelCopyForBlender.bat b/ModelCopyForBlender.bat new file mode 100644 index 0000000..5c41538 --- /dev/null +++ b/ModelCopyForBlender.bat @@ -0,0 +1,40 @@ +@echo off +setlocal enabledelayedexpansion + +rem Get the path of the script +set "scriptPath=%~dp0" + +rem Set the relative paths from the script location +set "sourceFolder=%scriptPath%\units" +set "outputFolder=%scriptPath%\output" +set "textureFolder=%scriptPath%\textures" + +rem Check if folders exist, create them if necessary +if not exist "%sourceFolder%" ( + mkdir "%sourceFolder%" + echo Created folder: %sourceFolder% +) + +if not exist "%outputFolder%" ( + mkdir "%outputFolder%" + echo Created folder: %outputFolder% +) + +if not exist "%textureFolder%" ( + mkdir "%textureFolder%" + echo Created folder: %textureFolder% +) + +echo Step 1: Copy files +rem Step 1: Copy files +robocopy "%sourceFolder%" "%outputFolder%" *.gltf *.bin *.material_config *.object /S + +echo Step 2: Copy .texture files +for /r "%sourceFolder%" %%i in (*.texture) do copy "%%i" "%textureFolder%" + +echo Step 3: Rename .texture files to .dds +rem Step 3: Rename .texture files to .dds +for /r "%textureFolder%" %%i in (*.texture) do ren "%%i" *.dds + +echo Script completed. +pause diff --git a/UnrealImporter.py b/UnrealImporter.py new file mode 100644 index 0000000..4fe5b10 --- /dev/null +++ b/UnrealImporter.py @@ -0,0 +1,37 @@ +import os +import unreal + +# Set the path to the directory containing your .gltf files +gltf_directory = "D:/PayDay2/done" + +# Get the AssetTools +asset_tools = unreal.AssetToolsHelpers.get_asset_tools() + +# Iterate through .gltf files in the specified directory and its subdirectories +for root, dirs, files in os.walk(gltf_directory): + for file_name in files: + if file_name.endswith(".gltf"): + file_path = os.path.join(root, file_name) + + # Extract relative path from the source directory + relative_path = os.path.relpath(file_path, gltf_directory) + + # Construct the destination path in the Content Browser + destination_path = "/Game/units/" + os.path.splitext(relative_path)[0] + + # Create an import task + import_task = unreal.AssetImportTask() + import_task.filename = file_path + import_task.destination_path = destination_path + + # Import the .gltf file + asset_tools.import_asset_tasks([import_task]) + + # Print feedback + print(f"Importing: {file_path}") + print(f"Destination Path: {destination_path}") + print("------") + +print("Batch import complete.") + +# Add that after importing all the modlels to remove redundent materials and combine them all into one per unique material \ No newline at end of file diff --git a/WorldFiles/DieselWorldCONTINENT/FirstWorldBank.continent b/WorldFiles/DieselWorldCONTINENT/FirstWorldBank.continent new file mode 100644 index 0000000..db353d4 --- /dev/null +++ b/WorldFiles/DieselWorldCONTINENT/FirstWorldBank.continent @@ -0,0 +1,12464 @@ + + +
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"/Script/Engine.StaticMesh'/Game/units/payday2/props/com_prop_barista_counters/com_prop_barista_counter_125/com_prop_barista_counter_125.com_prop_barista_counter_125'", + "name": "103934" + }, + { + "position": { + "x": -1675.0, + "y": 800.0, + "z": 215.296 + }, + "rotation_quaternion": "0 0 0 -1", + "rotation_vector": { + "yaw": -0.0, + "pitch": 0.0, + "roll": -0.0 + }, + "unit_description": "light_omni", + "path": "/Script/Engine.StaticMesh'/Game/core/units/light_omni/light_omni/light_omni.light_omni'", + "name": "100079" + }, + { + "position": { + "x": 2825.0, + "y": 1150.0, + "z": 25.0 + }, + "rotation_quaternion": "0 0 -0.707107 -0.707107", + "rotation_vector": { + "yaw": -90.0, + "pitch": 0.0, + "roll": -0.0 + }, + "unit_description": "str_prop_street_signs_store_lease", + "path": "/Script/Engine.StaticMesh'/Game/units/payday2/props/str_prop_street_signs/str_prop_street_signs_store_lease/str_prop_street_signs_store_lease.str_prop_street_signs_store_lease'", + "name": "100428" + 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"/Script/Engine.StaticMesh'/Game/units/dev_tools/level_tools/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1.dev_ai_vis_blocker_1x1'", + "name": "104481" + }, + { + "position": { + "x": 3519.0, + "y": 3811.0, + "z": 1413.2 + }, + "rotation_quaternion": "0.5 0.5 -0.5 -0.5", + "rotation_vector": { + "yaw": -90.0, + "pitch": -90.0, + "roll": -0.0 + }, + "unit_description": "dev_ai_vis_blocker_1x1", + "path": "/Script/Engine.StaticMesh'/Game/units/dev_tools/level_tools/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1.dev_ai_vis_blocker_1x1'", + "name": "104482" + }, + { + "position": { + "x": 3519.0, + "y": 3811.0, + "z": 1513.2 + }, + "rotation_quaternion": "0.5 0.5 -0.5 -0.5", + "rotation_vector": { + "yaw": -90.0, + "pitch": -90.0, + "roll": -0.0 + }, + "unit_description": "dev_ai_vis_blocker_1x1", + "path": "/Script/Engine.StaticMesh'/Game/units/dev_tools/level_tools/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1.dev_ai_vis_blocker_1x1'", + "name": "104483" + }, + { + "position": { + "x": 3619.0, + "y": 3689.0, + "z": 1513.2 + }, + "rotation_quaternion": "0.5 -0.5 0.5 -0.5", + "rotation_vector": { + "yaw": 90.0, + "pitch": 90.0, + "roll": -0.0 + }, + "unit_description": "dev_ai_vis_blocker_1x1", + "path": "/Script/Engine.StaticMesh'/Game/units/dev_tools/level_tools/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1.dev_ai_vis_blocker_1x1'", + "name": "104484" + }, + { + "position": { + "x": 3619.0, + "y": 3689.0, + "z": 1413.2 + }, + "rotation_quaternion": "0.5 -0.5 0.5 -0.5", + "rotation_vector": { + "yaw": 90.0, + "pitch": 90.0, + "roll": -0.0 + }, + "unit_description": "dev_ai_vis_blocker_1x1", + "path": "/Script/Engine.StaticMesh'/Game/units/dev_tools/level_tools/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1.dev_ai_vis_blocker_1x1'", + "name": "104485" + }, + { + "position": { + "x": 3519.0, + "y": 3421.0, + "z": 1513.2 + }, + "rotation_quaternion": "0.5 0.5 -0.5 -0.5", + "rotation_vector": { + "yaw": -90.0, + "pitch": -90.0, + "roll": -0.0 + }, + "unit_description": "dev_ai_vis_blocker_1x1", + "path": "/Script/Engine.StaticMesh'/Game/units/dev_tools/level_tools/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1.dev_ai_vis_blocker_1x1'", + "name": "104486" + }, + { + "position": { + "x": 3519.0, + "y": 3421.0, + "z": 1413.2 + }, + "rotation_quaternion": "0.5 0.5 -0.5 -0.5", + "rotation_vector": { + "yaw": -90.0, + "pitch": -90.0, + "roll": -0.0 + }, + "unit_description": "dev_ai_vis_blocker_1x1", + "path": "/Script/Engine.StaticMesh'/Game/units/dev_tools/level_tools/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1.dev_ai_vis_blocker_1x1'", + "name": "104487" + }, + { + "position": { + "x": 3619.0, + "y": 3299.0, + "z": 1413.2 + }, + "rotation_quaternion": "0.5 -0.5 0.5 -0.5", + "rotation_vector": { + "yaw": 90.0, + "pitch": 90.0, + "roll": -0.0 + }, + "unit_description": "dev_ai_vis_blocker_1x1", + "path": "/Script/Engine.StaticMesh'/Game/units/dev_tools/level_tools/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1.dev_ai_vis_blocker_1x1'", + "name": "104488" + }, + { + "position": { + "x": 3619.0, + "y": 3299.0, + "z": 1513.2 + }, + "rotation_quaternion": "0.5 -0.5 0.5 -0.5", + "rotation_vector": { + "yaw": 90.0, + "pitch": 90.0, + "roll": -0.0 + }, + "unit_description": "dev_ai_vis_blocker_1x1", + "path": "/Script/Engine.StaticMesh'/Game/units/dev_tools/level_tools/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1.dev_ai_vis_blocker_1x1'", + "name": "104489" + }, + { + "position": { + "x": 3512.0, + "y": 3276.0, + "z": 1540.2 + }, + "rotation_quaternion": "0 0.707107 0 -0.707107", + "rotation_vector": { + "yaw": -0.0, + "pitch": -90.0, + "roll": -0.0 + }, + "unit_description": "dev_ai_vis_blocker_1x1", + "path": "/Script/Engine.StaticMesh'/Game/units/dev_tools/level_tools/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1.dev_ai_vis_blocker_1x1'", + "name": "104490" + }, + { + "position": { + "x": 3551.0, + "y": 3276.0, + "z": 1540.2 + }, + "rotation_quaternion": "0 0.707107 0 -0.707107", + "rotation_vector": { + "yaw": -0.0, + "pitch": -90.0, + "roll": -0.0 + }, + "unit_description": "dev_ai_vis_blocker_1x1", + "path": "/Script/Engine.StaticMesh'/Game/units/dev_tools/level_tools/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1.dev_ai_vis_blocker_1x1'", + "name": "104491" + }, + { + "position": { + "x": 3551.0, + "y": 3340.0, + "z": 1540.2 + }, + "rotation_quaternion": "0 0.707107 0 -0.707107", + "rotation_vector": { + "yaw": -0.0, + "pitch": -90.0, + "roll": -0.0 + }, + "unit_description": "dev_ai_vis_blocker_1x1", + "path": "/Script/Engine.StaticMesh'/Game/units/dev_tools/level_tools/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1.dev_ai_vis_blocker_1x1'", + "name": "104492" + }, + { + "position": { + "x": 3512.0, + "y": 3340.0, + "z": 1540.2 + }, + "rotation_quaternion": "0 0.707107 0 -0.707107", + "rotation_vector": { + "yaw": -0.0, + "pitch": -90.0, + "roll": -0.0 + }, + "unit_description": "dev_ai_vis_blocker_1x1", + "path": "/Script/Engine.StaticMesh'/Game/units/dev_tools/level_tools/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1/dev_ai_vis_blocker_1x1.dev_ai_vis_blocker_1x1'", + "name": "104493" + }, + { + "position": { + "x": 325.0, + "y": 9150.0, + "z": 25.0 + }, + "rotation_quaternion": "0 0 -0.707107 -0.707107", + "rotation_vector": { + "yaw": -90.0, + "pitch": 0.0, + "roll": -0.0 + }, + "unit_description": "str_ext_road_16x16m_a", + "path": "/Script/Engine.StaticMesh'/Game/units/payday2/architecture/str/str_ext_road_16x16m_a/str_ext_road_16x16m_a.str_ext_road_16x16m_a'", + "name": "104494" + }, + { + "position": { + "x": -2475.0, + "y": 2750.0, + "z": 25.0 + }, + "rotation_quaternion": "0 0 0.707107 -0.707107", + "rotation_vector": { + "yaw": 90.0, + "pitch": 0.0, + "roll": -0.0 + }, + "unit_description": "com_int_store_barber_street", + "path": "/Script/Engine.StaticMesh'/Game/units/payday2/architecture/com_int_store_barber/com_int_store_barber_street/com_int_store_barber_street.com_int_store_barber_street'", + "name": "100194" + }, + { + "position": { + "x": -2175.0, + "y": -2325.0, + "z": 29.5054 + }, + "rotation_quaternion": "0 0 0.92388 0.382683", + "rotation_vector": { + "yaw": -135.0, + "pitch": 0.0, + "roll": -0.0 + }, + "unit_description": "pda8_interactable_item_01", + "path": "/Script/Engine.StaticMesh'/Game/units/pd2_dlc_pda8/pickups/pda8_interactable_items/pda8_interactable_item_01/pda8_interactable_item_01.pda8_interactable_item_01'", + "name": "104502" + }, + { + "position": { + "x": 807.0, + "y": -1561.0, + "z": 94.6382 + }, + "rotation_quaternion": "0 0 -0.707107 -0.707107", + "rotation_vector": { + "yaw": -90.0, + "pitch": 0.0, + "roll": -0.0 + }, + "unit_description": "pda8_interactable_item_01", + "path": "/Script/Engine.StaticMesh'/Game/units/pd2_dlc_pda8/pickups/pda8_interactable_items/pda8_interactable_item_01/pda8_interactable_item_01.pda8_interactable_item_01'", + "name": "104504" + }, + { + "position": { + "x": -714.0, + "y": 1030.0, + "z": 25.0001 + }, + "rotation_quaternion": "0 0 -0.707107 -0.707107", + "rotation_vector": { + "yaw": -90.0, + "pitch": 0.0, + "roll": -0.0 + }, + "unit_description": "pda8_interactable_item_01", + "path": "/Script/Engine.StaticMesh'/Game/units/pd2_dlc_pda8/pickups/pda8_interactable_items/pda8_interactable_item_01/pda8_interactable_item_01.pda8_interactable_item_01'", + "name": "104505" + }, + { + "position": { + "x": 875.0, + "y": 4341.0, + "z": 25.0001 + }, + "rotation_quaternion": "0 0 0.923879 -0.382684", + "rotation_vector": { + "yaw": 135.0, + "pitch": 0.0, + "roll": -0.0 + }, + "unit_description": "pda8_interactable_item_01", + "path": "/Script/Engine.StaticMesh'/Game/units/pd2_dlc_pda8/pickups/pda8_interactable_items/pda8_interactable_item_01/pda8_interactable_item_01.pda8_interactable_item_01'", + "name": "104506" + }, + { + "position": { + "x": -3600.0, + "y": 3400.0, + "z": 343.0 + }, + "rotation_quaternion": "0 0 0 -1", + "rotation_vector": { + "yaw": -0.0, + "pitch": 0.0, + "roll": -0.0 + }, + "unit_description": "shadow_caster_10x10", + "path": "/Script/Engine.StaticMesh'/Game/units/dev_tools/level_tools/shadow_caster_10x10/shadow_caster_10x10.shadow_caster_10x10'", + "name": "104509" + } +] \ No newline at end of file diff --git a/blender_script.py b/blender_script.py new file mode 100644 index 0000000..fd77aaf --- /dev/null +++ b/blender_script.py @@ -0,0 +1,282 @@ +import bpy +import os +import xml.etree.ElementTree as ET + +# Display print() in the blender console window for debuging +def print(data): + for window in bpy.context.window_manager.windows: + screen = window.screen + for area in screen.areas: + if area.type == 'CONSOLE': + override = {'window': window, 'screen': screen, 'area': area} + bpy.ops.console.scrollback_append(override, text=str(data), type="OUTPUT") + +for material in bpy.data.materials: + bpy.data.materials.remove(material, do_unlink=True) + +for mesh in bpy.data.meshes: + bpy.data.meshes.remove(mesh, do_unlink=True) + +for image in bpy.data.images: + bpy.data.images.remove(image, do_unlink=True) + +# Set the input and output directories +wherethefilesare = 'output' # Set where the files are located from PD2ModelParser.exe +wheretosave = 'done' # Where you want to save the fixed files. +wherethetexturesare = 'textures' # Set where all the files are located + +# Get the parent directory of the python file +dir_path = os.path.dirname(os.path.realpath(__file__)) +parent_dir = os.path.abspath(os.path.join(dir_path, os.pardir)) + +# Make valid folder paths using os.path.join +input_directory = os.path.join(parent_dir, wherethefilesare) +output_directory = os.path.join(parent_dir, wheretosave) +texture_directory = os.path.join(parent_dir, wherethetexturesare) + +print("Input Directory:", input_directory) +print("Output Directory:", output_directory) +print("Texture Directory:", texture_directory) + +def get_object_filepath(file_path): + # Replace the extension with .object + object_file_path = os.path.splitext(file_path)[0] + '.object' + return object_file_path + +def set_diffuse_texture_as_base_color(material, texture_path): + # Create an image texture node + texture_node = material.node_tree.nodes.new(type='ShaderNodeTexImage') + texture_node.image = bpy.data.images.load(texture_path) + + # Get the principled BSDF shader node + principled_bsdf = material.node_tree.nodes.get("Principled BSDF") + + # Connect the texture node to the base color input of the principled BSDF shader node + material.node_tree.links.new(principled_bsdf.inputs["Base Color"], texture_node.outputs["Color"]) + +def process_xml_file(file_path): + try: + # Open the file and read its contents + with open(file_path, 'r') as file: + file_contents = file.read() + + # Parse the XML string + root = ET.fromstring(file_contents) + + # Find the value of the 'materials' attribute + materials_value = root.find('.//diesel').get('materials') + + # Print the result + print(f"The value of 'materials' is: {materials_value}") + + # return the materials_value + return materials_value + + except Exception as e: + print(f"Error processing XML file: {e}") + return None + +def get_diffuse_texture_name(xml_file_path, material_name): + """ + Extracts the name of the texture in for a given material name in an XML file. + + Parameters: + - xml_file_path (str): The path to the XML file. + - material_name (str): The name of the material to search for. + + Returns: + - str: The name of the texture if the material is found, else None. + """ + try: + # Parse the XML file + tree = ET.parse(xml_file_path) + root = tree.getroot() + + # Find the material with the specified name + target_material = root.find(f".//material[@name='{material_name}']") + + if target_material is not None: + # Find the 'diffuse_texture' element within the material + diffuse_texture_element = target_material.find("diffuse_texture") + + if diffuse_texture_element is not None: + # Get the value of the 'file' attribute in and extract the texture name + diffuse_texture_path = diffuse_texture_element.get("file") + texture_name = diffuse_texture_path.split("/")[-1] # Extracting the texture name from the file path + return f"{texture_name}.dds" + else: + print(f"Diffuse texture not found for material '{material_name}' in the XML file.") + return None + else: + print(f"Material '{material_name}' not found in the XML file.") + return None + except FileNotFoundError: + print(f"File not found: {xml_file_path}") + return None + except Exception as e: + print(f"Error while processing {xml_file_path}: {e}") + return None + +# Main function to process the object +def process_gltf(file_path): + # Get the filename without extension + file_name = os.path.splitext(os.path.basename(file_path))[0] + + # Clear existing mesh objects in the scene + bpy.ops.object.select_all(action='SELECT') + bpy.ops.object.delete() + + # Import the GLTF file + bpy.ops.import_scene.gltf(filepath=file_path) + + # Deselect all objects + bpy.ops.object.select_all(action='DESELECT') + + # Find the mesh with the highest poly count + max_poly_count = 0 + object_with_max_poly_count = None + + for obj in bpy.context.scene.objects: + if obj.type == 'MESH' and len(obj.data.polygons) > max_poly_count: + max_poly_count = len(obj.data.polygons) + object_with_max_poly_count = obj + + # Select the parent (root) object of the object with the highest poly count + if object_with_max_poly_count: + root_object = object_with_max_poly_count.parent + if root_object: + root_object.select_set(True) + + # Set the 3D cursor as the pivot point for the transformation + bpy.context.scene.tool_settings.transform_pivot_point = 'CURSOR' + + # Set the location of the selected object to the 3D cursor + root_object.location = bpy.context.scene.cursor.location + + # Set the transform rotation mode to XYZ Euler + root_object.rotation_mode = 'XYZ' + + # Add the specified rotation to the object + root_object.rotation_euler[0] = -1.5708 # X-axis rotation, -90 degrees in radians + root_object.rotation_euler[1] = 0 # Y-axis rotation, 0 degrees in radians + root_object.rotation_euler[2] = 0 # Z-axis rotation, 0 degrees in radians + + # Select all objects in the scene + bpy.ops.object.select_all(action='SELECT') + + # Apply all transforms to the selected objects + bpy.ops.object.transform_apply(location=True, rotation=True, scale=True) + + # Select meshes that start with the name "g_" + bpy.ops.object.select_all(action='DESELECT') + for obj in bpy.context.scene.objects: + if obj.type == 'MESH' and obj.name.startswith("g_"): + obj.select_set(True) + + # Invert the selection and delete the unselected objects + bpy.ops.object.select_all(action='INVERT') + bpy.ops.object.delete() + + # Join remaining objects together + bpy.ops.object.select_all(action='DESELECT') + #Mesh objects + MSH_OBJS = [m for m in bpy.context.scene.objects if m.type == 'MESH'] + + # Check if there are any objects in the list + if MSH_OBJS: + for OBJS in MSH_OBJS: + # Select all mesh objects + OBJS.select_set(state=True) + + # Makes one active + bpy.context.view_layer.objects.active = OBJS + + # Joins objects + bpy.ops.object.join() + + # Rename the object to the filename + bpy.ops.object.select_all(action='DESELECT') + bpy.ops.object.select_by_type(type='MESH') + bpy.context.selected_objects[0].name = file_name + + # Get mat config + object_file_path = get_object_filepath(file_path) + material_config = process_xml_file(object_file_path) + + # Loop each material slot get the name + for material_slot in bpy.context.selected_objects[0].material_slots: + # Get the material in the current slot + material = material_slot.material + + # Get the material name + material_name = material.name + + # Initialize the variable with a default value + diffuse_texture_name = None + + # Get the diffuse texture name using get_diffuse_texture_name() + # Makes this not hardcoded + if material_config is not None: + get_material_config_path = material_config.replace("units/", "D:/PayDay2/output/") + ".material_config" + diffuse_texture_name = get_diffuse_texture_name(get_material_config_path, material_name) + else: + print("Material config is None. Handle this case accordingly.") + + # CRASHES WHEN IT CANT FIND THE FILES TO LAZY TO FIX IT JUST HAVE THE FILES + # Check if the texture exists + if diffuse_texture_name: + # Construct the full path to the texture + texture_path = os.path.join(texture_directory, diffuse_texture_name) + + # Check if the texture file exists before trying to load it + if os.path.exists(texture_path): + # Set the diffuse texture as the base color + set_diffuse_texture_as_base_color(material, texture_path) + else: + print(f"Texture not found for material {material_name}: {texture_path}") + else: + print(f"No diffuse texture found for material {material_name}") + + + # Ensure the output directory exists + output_path = os.path.join(output_directory, os.path.relpath(file_path, start=input_directory)) + os.makedirs(os.path.dirname(output_path), exist_ok=True) + + # Select all objects in the scene + bpy.ops.object.select_all(action='SELECT') + # Export as .gltf to the output directory + bpy.ops.export_scene.gltf(filepath=output_path, export_format='GLTF_EMBEDDED', use_selection=True) + + # Remove materials and meshes + for material in bpy.data.materials: + bpy.data.materials.remove(material, do_unlink=True) + + for mesh in bpy.data.meshes: + bpy.data.meshes.remove(mesh, do_unlink=True) + + for image in bpy.data.images: + bpy.data.images.remove(image, do_unlink=True) + + else: + print("No objects selected.") + + for material in bpy.data.materials: + bpy.data.materials.remove(material, do_unlink=True) + + for mesh in bpy.data.meshes: + bpy.data.meshes.remove(mesh, do_unlink=True) + + for image in bpy.data.images: + bpy.data.images.remove(image, do_unlink=True) + + +# Recursive function to process all .gltf files in a directory +def process_directory(directory): + for root, dirs, files in os.walk(directory): + for file in files: + if file.lower().endswith('.gltf'): + file_path = os.path.join(root, file) + process_gltf(file_path) + +# Start processing from the input directory +process_directory(input_directory) diff --git a/pdworld2json.py b/pdworld2json.py new file mode 100644 index 0000000..e746e5b --- /dev/null +++ b/pdworld2json.py @@ -0,0 +1,139 @@ +import json +import os + +from scipy.spatial.transform import Rotation +import xml.etree.ElementTree as ET +import numpy as np + +def parse_xml_to_json(xml_file_path, json_file_path, include_unit_id=False): + # Parse the XML file + tree = ET.parse(xml_file_path) + root = tree.getroot() + + # Create a list to store the parsed data + world_data = [] + + # Keep track of unique instances of the "path" attribute + unique_paths = set() + + # Iterate through the "unit_data" elements and extract the desired attributes + for unit_data_elem in root.findall('.//unit_data'): + position_str = unit_data_elem.get('position') + rotation_quaternion_str = unit_data_elem.get('rotation') + full_name = unit_data_elem.get('name') + unit_id = unit_data_elem.get('unit_id') if include_unit_id else None + + # Replace commas with dots in the position and quaternion strings + position_str = position_str.replace(',', '.') + rotation_quaternion_str = rotation_quaternion_str.replace(',', '.') + + # Extract name and path + unit_description = full_name.split('/')[-1] + path = full_name + + # Track unique instances of the "path" attribute + unique_paths.add(path) + + # Convert position and quaternion to vectors + try: + position_vector = list(map(float, position_str.split())) + + # Convert right-handed to left-handed coordinates + position_vector[0] = -position_vector[0] + + quaternion = np.array(list(map(float, rotation_quaternion_str.split()))) + + rotation = Rotation.from_quat(quaternion) + euler_angles = rotation.as_euler('zyx') + + # Convert radians to degrees and clamp to 3 decimal places + rotation_vector = np.degrees(euler_angles).round(3).tolist() + + rotation_vector[0] = - rotation_vector[0] + + # Convert Euler angles to Rotator format + rotator = { + 'yaw': rotation_vector[0], + 'pitch': rotation_vector[1], + 'roll': rotation_vector[2] + } + + # Generate Unreal object reference + object_reference = f"/Script/Engine.StaticMesh'/Game/{path}/{unit_description}.{unit_description}'" + + # Use 'name' instead of 'unit_id' + unit_data = { + 'position': { + 'x': position_vector[0], + 'y': position_vector[1], + 'z': position_vector[2] + }, + 'rotation_quaternion': rotation_quaternion_str, + 'rotation_vector': rotator, + 'unit_description': unit_description, + 'path': object_reference, + } + + if include_unit_id: + unit_data['name'] = unit_id + else: + unit_data['name'] = unit_description + + world_data.append(unit_data) + + except ValueError: + print(f"Skipping invalid data: {position_str}, {rotation_quaternion_str}") + + # Print the unique instances of the "path" attribute + unique_dlc_units = set() + for unique_path in unique_paths: + dlc = unique_path.split('/')[1] + unique_dlc_units.add(dlc) + + print(f"Units DLCs in this map: {', '.join(unique_dlc_units)}. Make sure to get them from the game") + + # Convert the list to JSON and write it to the output file + with open(json_file_path, 'w') as json_file: + json.dump(world_data, json_file, indent=2) + + print(f'Conversion complete. JSON data written to {json_file_path}') + + + +def process_folder(folder_path): + # Ensure the folder exists, create it if it doesn't + full_folder_path = os.path.abspath(folder_path) + if not os.path.exists(full_folder_path): + os.makedirs(full_folder_path) + print(f'Created folder: {full_folder_path}') + + # List all files and folders in the current directory + files_and_folders = os.listdir(full_folder_path) + + for item in files_and_folders: + item_path = os.path.join(full_folder_path, item) + + # If it's a directory, recursively process it + if os.path.isdir(item_path): + print(f'Processing folder: {item_path}') + process_folder(item_path) + + # If it's a file with a .continent extension, process it + elif os.path.isfile(item_path) and item.lower().endswith('.continent'): + print(f'Processing file: {item_path}') + + # Get the directory of the script using __file__ + script_directory = os.path.abspath(os.path.dirname(__file__)) + + json_file_path = os.path.abspath(os.path.join(script_directory, 'WorldFiles', 'UnrealJSON', f'{os.path.splitext(item)[0]}.json')) + parse_xml_to_json(item_path, json_file_path, include_unit_id=True) + print(f'Created JSON file: {json_file_path}') + + +# Get The working Dir +root_folder = r'\WorldFiles\DieselWorldCONTINENT' +dir_path = os.path.dirname(os.path.realpath(__file__)) +folder_path = dir_path + root_folder +# Start processing +print(f'Starting processing from: {folder_path}') +process_folder(folder_path) \ No newline at end of file diff --git a/requirements.txt b/requirements.txt new file mode 100644 index 0000000..44ce1d9 --- /dev/null +++ b/requirements.txt @@ -0,0 +1 @@ +scipy==1.11.3