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Author SHA1 Message Date
78c1b78488 Merge branch 'main' of http://nziegert.synology.me:3003/1960Life/1960-utils 2025-10-03 11:45:13 +02:00
c68d02dc50 1.8.3 L1960-Tools Release
New:
   - Enhanced texture import for Dekogon Assets
   - Merge 4 Materials in Multi-Mats by one click

Other fixes and tweaks
2025-10-03 11:44:58 +02:00
14 changed files with 3297 additions and 0 deletions

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import bpy
import math
import csv
import os
import json
from mathutils import Vector
### GENRATE MLOD ###
plugin_dir = bpy.utils.user_resource('SCRIPTS')
plugin_path = "addons\L1960Tools"
L1960_path = os.path.join(plugin_dir, plugin_path)
colorpalettes = [
json.dumps(["ColorPalette_01.png", "BF1BC94A0DE4398F"]),
json.dumps(["ColorPalette_02.png", "A95B2794A0EE8340"])
]
enum_palettes = []
for palettes in colorpalettes:
file = json.loads(palettes)[0]
enum_palettes.append((palettes, file[:-4], "Select " + file[:-4] + " for MLOD"))
class EnumColorPalettes(bpy.types.PropertyGroup):
mlod_enum_selection: bpy.props.EnumProperty(name="Color Palettes for MLOD", items = enum_palettes, description = "Choose a palette", default = 0)
class MESH_OT_set_up_mlod(bpy.types.Operator):
"""Set´s up a material to be used for MLOD´s"""
bl_idname = "mesh.set_up_mlod"
bl_label = "Set´s up a material to be used for MLOD´s"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
#Load Color Palettes
self.import_palettes_textures()
#Selected Mesh
obj = bpy.context.active_object
if obj not in bpy.context.selected_objects or obj.type != "MESH":
self.report({'WARNING'}, 'Select a Mesh to continue')
return {"CANCELLED"}
arr_layers = obj.data.uv_layers
if not arr_layers.get("MLOD") or len(arr_layers) > 1:
for uv_layer in reversed(arr_layers):
arr_layers.remove(uv_layer)
arr_layers.new(name = 'MLOD')
if not len(obj.data.materials) == 0:
obj.data.materials.clear()
palette_enum_selection = json.loads(context.scene.color_palettes.mlod_enum_selection)
mlod_material_name = "MLOD_" + palette_enum_selection[0][:-4] + "_" + palette_enum_selection[1]
if not bpy.data.materials.get(mlod_material_name):
material = bpy.data.materials.new(name=mlod_material_name)
material.use_nodes = True
bsdf_node = material.node_tree.nodes["Principled BSDF"]
texImage = material.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.get(palette_enum_selection[0])
material.node_tree.links.new(bsdf_node.inputs['Base Color'], texImage.outputs['Color'])
obj.data.materials.append(bpy.data.materials.get(mlod_material_name))
self.report({'INFO'}, 'Mesh configured like MLOD')
return {"FINISHED"}
def import_palettes_textures(self):
for image_name in colorpalettes:
image_name = json.loads(image_name)[0]
texture_name = image_name.split(".")[0]
if texture_name not in bpy.data.textures:
texture = bpy.data.textures.new(name=texture_name, type='IMAGE')
else:
texture = bpy.data.textures.get(texture_name)
if image_name not in bpy.data.images:
image = bpy.data.images.load(os.path.join(L1960_path, image_name))
else:
image = bpy.data.images.get(image_name)
texture.image = image
# texture_filepath = os.path.join(L1960_path, colorpalettes[1])
### Palette MLOD ###
# class MESH_OT_bake_basic_mlod(bpy.types.Operator):
# """Set´s up a basic MLOD via Bake"""
# bl_idname = "mesh.bake_basic_mlod"
# bl_label = "Set´s up a basic MLOD via Bake"
# bl_options = {"REGISTER", "UNDO"}
# def execute(self, context):
# obj = context.active_object
# #Palette selection
# palette_enum_selection = json.loads(context.scene.color_palettes.mlod_enum_selection)
# if obj not in bpy.context.selected_objects or obj.type != "MESH":
# self.report({'WARNING'}, 'Select a Mesh to continue')
# return {"CANCELLED"}
# faces_with_color = self.get_faces_with_color(obj)
# grouped_colors = self.groupe_colors(faces_with_color, threshold=50)
# matched_colors = self.find_matching_color(grouped_colors, palette_enum_selection[0][:-4])
# self.adjust_UV(obj, matched_colors)
# #Entfernen des referenz Bake Image
# #bpy.data.images.remove(bpy.data.images["MLOD_Temp"])
# # Entfernen aller Meterials
# if not len(obj.data.materials) == 0:
# obj.data.materials.clear()
# # Create new Material with selected Palette
# mlod_material_name = "MLOD_" + palette_enum_selection[0][:-4] + palette_enum_selection[1]
# texture_filepath = os.path.join(L1960_path, palette_enum_selection[0])
# image = bpy.data.images.load(texture_filepath)
# if not bpy.data.materials.get(mlod_material_name):
# material = bpy.data.materials.new(name=mlod_material_name)
# material.use_nodes = True
# bsdf_node = material.node_tree.nodes["Principled BSDF"]
# texImage = material.node_tree.nodes.new('ShaderNodeTexImage')
# texImage.image = image
# material.node_tree.links.new(bsdf_node.inputs['Base Color'], texImage.outputs['Color'])
# obj.data.materials.append(bpy.data.materials.get(mlod_material_name))
# self.report({'INFO'}, f'MLOD sucessfully created with {palette_enum_selection[0][:-4]}.')
# return {"FINISHED"}
# def get_faces_with_color(self, obj):
# #Bake Image
# image = self.bake_diffuse(obj)
# mesh = obj.data
# uv_layer = mesh.uv_layers.active.data # direct UV access
# colors = []
# for poly in mesh.polygons: # same as "face" in BMesh
# # Durchschnittliche UV-Koordinaten berechnen
# uv = Vector((0.0, 0.0))
# for loop_index in poly.loop_indices:
# uv += uv_layer[loop_index].uv
# uv /= len(poly.loop_indices)
# # UV → Pixel-Koordinaten (Bildgröße)
# x = int(uv.x * (image.size[0] - 1))
# y = int(uv.y * (image.size[1] - 1))
# # RGBA Pixel holen
# index = (y * image.size[0] + x) * 4
# pixel = image.pixels[index:index+4]
# # In 0255 Werte umwandeln
# rgb_255 = [round(c * 255) for c in pixel][:3]
# colors.append({
# "face": poly.index,
# "rgb": rgb_255
# })
# # print(colors[-1]) # -> [{'face': <BMFace(0x000002B417086A30), index=0, totverts=4>, 'rgb': [0, 0, 0]}]
# return colors
# def groupe_colors(self, color_list, threshold = 10):
# groups = []
# for color in color_list:
# found_group = False
# for group in groups:
# # Compute average color of the group
# avg_color = [sum(c["rgb"][i] for c in group)/len(group) for i in range(3)]
# if self.color_distance(color["rgb"], avg_color) <= threshold:
# group.append(color)
# found_group = True
# break
# if not found_group:
# groups.append([color])
# # Compute the average color for each group
# grouped_colors = [{
# "face": [c["face"] for c in group],
# "rgb": [round(sum(c["rgb"][i] for c in group) / len(group)) for i in range(3)]
# }
# for group in groups
# ]
# return grouped_colors
# def color_distance(self, c1, c2):
# return math.sqrt(
# (c1[0]-c2[0])**2 +
# (c1[1]-c2[1])**2 +
# (c1[2]-c2[2])**2
# )
# def read_color_csv(self, palette):
# colors = []
# try:
# with open(f"{palette}.csv", newline="") as datei:
# reader = csv.DictReader(datei)
# for row in reader:
# colors.append({
# "rgb": [int(row["r"]), int(row["g"]), int(row["b"])],
# "norm_x": float(row["norm_x"]),
# "norm_y": float(row["norm_y"])
# })
# return colors
# except:
# return []
# def find_matching_color(self, colors, palette):
# match = []
# for color in colors:
# best = None
# min_dist = float("inf")
# for target in self.read_color_csv(palette):
# dist = self.color_distance(target["rgb"], color["rgb"])
# if dist < min_dist:
# min_dist = dist
# best = {
# "face": color["face"],
# "rgb": color["rgb"],
# "norm_x": target["norm_x"],
# "norm_y": target["norm_y"]
# }
# match.append(best)
# return match
# def adjust_UV(self, obj, new_face_coords):
# scale = 0.001 # Skalierung
# mesh = obj.data
# arr_layers = obj.data.uv_layers
# if not arr_layers.get("MLOD") or len(arr_layers) > 1:
# for uv_layer in reversed(arr_layers):
# arr_layers.remove(uv_layer)
# arr_layers.new(name = 'MLOD')
# uv_layer = arr_layers.get("MLOD")
# mesh.uv_layers.active = uv_layer
# for poly in mesh.polygons:
# for coords in new_face_coords:
# if poly.index in coords["face"]:
# # Mittelpunkt der UVs dieses Polygons berechnen
# uvs = [uv_layer.data[i].uv.copy() for i in poly.loop_indices]
# center = sum(uvs, Vector((0.0, 0.0))) / len(uvs)
# # Skalieren + Verschieben
# for i in poly.loop_indices:
# uv = uv_layer.data[i].uv
# uv -= center
# uv *= scale
# uv += Vector((float(coords["norm_x"]), float(coords["norm_y"])))
# # Mesh updaten
# mesh.update()
# def bake_diffuse(self, selected_obj, res = 1024):
# source_obj = None
# for obj in bpy.data.objects:
# if obj.type == 'MESH' and obj.name.endswith("_LOD0"):
# print(obj.name)
# source_obj = obj.copy()
# source_obj.data = obj.data.copy()
# bpy.context.collection.objects.link(source_obj)
# break
# if source_obj is None:
# source_obj = selected_obj.copy()
# source_obj.data = selected_obj.data.copy()
# bpy.context.collection.objects.link(source_obj)
# # Material erstellen
# if "MLOD_Temp" in bpy.data.materials:
# mat = bpy.data.materials.remove["MLOD_Temp"]
# mat = bpy.data.materials.new(name="MLOD_Temp")
# source_obj.data.materials.clear()
# source_obj.data.materials.append(mat)
# # WICHTIG: Material als aktives Material setzen
# mat.use_nodes = True
# source_obj.active_material = mat
# # Ziel Image Node konfigurieren
# nodes = mat.node_tree.nodes
# links = mat.node_tree.links
# nodes.clear()
# tex_node = nodes.new(type="ShaderNodeTexImage")
# bsdf = nodes.new(type="ShaderNodeBsdfPrincipled")
# output = nodes.new(type="ShaderNodeOutputMaterial")
# links.new(bsdf.outputs["BSDF"], output.inputs["Surface"])
# links.new(tex_node.outputs["Color"], bsdf.inputs["Base Color"])
# nodes.active = tex_node
# # Erstellen des Images
# if "MLOD_Temp" in bpy.data.images:
# bpy.data.images.remove(bpy.data.images["MLOD_Temp"])
# image = bpy.data.images.new("MLOD_Temp", res, res)
# tex_node.image = image
# # Selected Object = Quelle
# bpy.context.view_layer.objects.active = source_obj
# # Active Object = Ziel
# selected_obj.select_set(True)
# # Bake
# bpy.context.scene.render.engine = 'CYCLES'
# bpy.ops.object.bake(type='COMBINED', width=512, height=512, cage_extrusion=0.5, pass_filter={'COLOR'}, margin=16, use_selected_to_active=True)
# # Temporäre Helfer entfernen
# bpy.data.objects.remove(source_obj, do_unlink=True)
# if "MLOD_Temp" in bpy.data.materials:
# bpy.data.materials.remove(mat)
# bpy.context.view_layer.objects.active = selected_obj
# return image

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import bpy
from math import pi
L1960_Arr_PlainData = [
["Proj_Empty_01", (0, 0, 2), (0, 0, 0)],
["Proj_Empty_02", (2, 0, 0), ((pi * 90 / 180), 0, (pi * 90 / 180))],
["Proj_Empty_03", (0, 2, 0), ((pi * 90 / 180), 0, (pi * 180 / 180))],
["Proj_Empty_04", (0, 0, -2), ((pi * 180 / 180), 0, 0)],
["Proj_Empty_05", (-2, 0, 0), ((pi * 90 / 180), 0, (pi * -90 / 180))],
["Proj_Empty_06", (0, -2, 0), ((pi * 90 / 180), 0, 0)]
]
class MESH_OT_add_auto_cube_projection(bpy.types.Operator):
"""Check Empty´s for projecting, if not existing create new one´s"""
bl_idname = "mesh.add_auto_cube_projection"
bl_label = "Add Plain_Axes to scene"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
scene = context.scene
oldSelection = context.selected_objects
oldActive = context.active_object
for EmptyData in L1960_Arr_PlainData:
EmptyName = EmptyData[0]
EmptyLocation = EmptyData[1]
EmptyRotation = EmptyData[2]
if not scene.objects.get(EmptyName):
bpy.ops.object.empty_add(type='PLAIN_AXES', align='WORLD', location=EmptyLocation, scale=(1, 1, 1), rotation=EmptyRotation)
empty = context.active_object
empty.name = EmptyName
empty.hide_select = True
empty.hide_set(True)
#Change back to old selection and select old active
for obj in oldSelection:
obj.select_set(True)
context.view_layer.objects.active = oldActive
self.report({'INFO'}, 'Added/Fixed Emptys for Projection to Scene')
return {"FINISHED"}
class MESH_OT_add_modifier_to_mesh(bpy.types.Operator):
"""Add Modifier to selected Mesh´s and prepare UV-Maps"""
bl_idname = "mesh.add_modifier_to_mesh"
bl_label = "Add Modifier to selected Mesh"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
newModifierName = "CubeTexModifier"
arr_obj = context.selected_objects
if not arr_obj:
self.report({'WARNING'}, 'Select a mesh to add the UVProject-Modifier')
return {"CANCELLED"}
empty_objs = [emp_obj for emp_obj in context.scene.objects if emp_obj.name.startswith("Proj_Empty")]
if len(empty_objs) < 6:
self.report({'WARNING'}, 'Create/Recreate projectors, they need to be set up first!')
return {"CANCELLED"};
for obj in arr_obj:
if obj.data.uv_layers.get("UVMap"):
obj.data.uv_layers['UVMap'].name = 'UVMap0'
if not obj.data.uv_layers.get("UVMap0"):
obj.data.uv_layers.new(name = 'UVMap0')
if not obj.data.uv_layers.get("UVMap1"):
obj.data.uv_layers.new(name = 'UVMap1')
if obj.type == "MESH" and newModifierName not in obj.modifiers:
obj.modifiers.new(type='UV_PROJECT', name=newModifierName)
mod = obj.modifiers[newModifierName]
mod.uv_layer = "UVMap1"
mod.projector_count = 6
i = 0
for p in mod.projectors:
p.object = bpy.data.objects[L1960_Arr_PlainData[i][0]]
i = i+1
else:
self.report({'INFO'}, 'UVProject-Modifier allready set')
return {"FINISHED"}
self.report({'INFO'}, 'Added UVProject-Modifier to mesh')
return {"FINISHED"}

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import bpy
import re
import os
### GROUP OBJECTS TO COLLECTIONS ###
class MESH_OT_group_objects_in_collections(bpy.types.Operator):
"""Groups objects by name into seperate collections, usefull for Unreal Decogon import"""
bl_idname = "mesh.group_objects_in_collections"
bl_label = "Groups objects by name into seperate collections, usefull for Unreal Decogon import"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
# Erstellen einer leeren Dictionary zur Speicherung der Collections nach Basisnamen
collection_dict = {}
# Durchlaufen aller Objekte in der Szene
for obj in context.scene.objects:
# Überprüfen, ob das Objekt ein leeres Elternobjekt ist
if obj.type == 'EMPTY':
# Anwenden der Regex auf den Objektnamen
match = re.match(r'^(.*?)_(.*?)_(\d+)([a-zA-Z]+)$', obj.name)
if match:
prefix = match.group(1)
name = match.group(2)
number = match.group(3)
letter = match.group(4)
# Extrahieren des Basisnamens für die Collection
base_name = f"L1960_{name}"
# Hinzufügen des Objekts zur entsprechenden Liste in der Dictionary
if base_name not in collection_dict:
collection_dict[base_name] = {}
if number not in collection_dict[base_name]:
collection_dict[base_name][number] = {}
if letter not in collection_dict[base_name][number]:
collection_dict[base_name][number][letter] = {'empty': obj, 'children': []}
# Durchlaufen der Dictionary und Erstellen der Collections
for base_name, number_dict in collection_dict.items():
# Erstellen einer neuen Collection für den Basisnamen
base_collection = bpy.data.collections.new(base_name)
bpy.context.scene.collection.children.link(base_collection)
# Durchlaufen der sortierten Liste der Objekte und Verschieben in die Collections
for number, letter_dict in number_dict.items():
# Erstellen einer Collection für die Nummer und Verschieben des leeren Elternobjekts dorthin
number_collection = bpy.data.collections.new(f"{base_name}_{number}")
base_collection.children.link(number_collection)
# Durchlaufen der Buchstaben und Erstellen der Buchstaben-Collection unter der Nummer
for letter, obj_data in letter_dict.items():
empty = obj_data['empty']
children = empty.children
letter_collection = bpy.data.collections.new(f"{base_name}_{number}{letter}")
number_collection.children.link(letter_collection)
# Verschieben des leeren Elternobjekts in die entsprechende Collection
letter_collection.objects.link(empty)
# Verschieben der Kinder des leeren Elternobjekts in die entsprechende Collection
for child in children:
letter_collection.objects.link(child)
# Entfernen des leeren Elternobjekts und seiner Kinder aus der Szene
bpy.context.collection.objects.unlink(empty)
for child in children:
bpy.context.collection.objects.unlink(child)
# -------------------------------------------------------------------------------------------
# Regular expression pattern to match any _LOD1, _LOD2, etc., but not _LOD0
pattern = re.compile(r"_LOD[1-9]\d*$")
# Loop through all objects in the scene
for obj in bpy.context.scene.objects:
# If the object name matches the pattern, hide it
if pattern.search(obj.name):
obj.hide_set(True) # This hides the object in the viewport
else:
obj.hide_set(False) # Ensure _LOD0 objects remain visible
# Update the view layer to reflect changes
bpy.context.view_layer.update()
self.report({'INFO'}, 'All objects sorted')
return {"FINISHED"}
### ASSIGN TEXTURES ###
class MESH_OT_assign_textures(bpy.types.Operator):
"""Assign Textures to Mesh´s, usefull for Unreal Decogon import"""
bl_idname = "mesh.assign_textures"
bl_label = "Assign Textures to Mesh´s, usefull for Unreal Decogon import"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
# Define the path to the folder containing your textures
texture_folder_path = context.scene.dekogon_file_path
texture_prefix = context.scene.dekogon_settings_prefix
if texture_prefix != "":
if texture_prefix[-1] != "_":
texture_prefix = texture_prefix + "_"
texture_suffix = context.scene.dekogon_settings_suffix
if texture_suffix != "":
if texture_suffix[0] != "_":
texture_suffix = "_" + texture_suffix
texture_filetype = context.scene.dekogon_settings_filetype
if not os.path.exists(texture_folder_path):
self.report({'ERROR'}, f"The texture folder path '{texture_folder_path}' does not exist.")
return {"FINISHED"}
else:
self.report({'INFO'}, f"Texture folder path: {texture_folder_path}")
# List all files in the texture folder for debugging purposes
#texture_files = os.listdir(texture_folder_path)
#self.report({'INFO'}, "Files in texture folder:")
#for f in texture_files:
# print(f" - {f}")
# Iterate over all materials in the Blender file
for material in bpy.data.materials:
self.report({'INFO'}, f"Processing material: {material.name}")
# Ensure the material uses nodes
if not material.use_nodes:
material.use_nodes = True
self.report({'INFO'}, f"Enabled nodes for material: {material.name}")
# Get the node tree of the material
if material.node_tree is None:
self.report({'WARNING'}, f"Material {material.name} has no node tree.")
continue
nodes = material.node_tree.nodes
# Find or create an Image Texture node
image_texture_node = None
for node in nodes:
if node.type == 'TEX_IMAGE':
image_texture_node = node
break
if image_texture_node is None:
image_texture_node = nodes.new(type='ShaderNodeTexImage')
self.report({'INFO'}, f"Created new Image Texture node for material: {material.name}")
else:
self.report({'INFO'}, f"Found existing Image Texture node for material: {material.name}")
# Construct the expected texture filename based on the material name
texture_filename = f"{texture_prefix}{material.name}{texture_suffix}.{texture_filetype}"
texture_filepath = os.path.join(texture_folder_path, texture_filename)
self.report({'INFO'}, f"Looking for texture: {texture_filepath}")
# Check if the texture file exists
if os.path.exists(texture_filepath):
try:
# Load the image and assign it to the Image Texture node
image = bpy.data.images.load(texture_filepath)
image_texture_node.image = image
self.report({'INFO'}, f"Loaded texture: {texture_filename} for material: {material.name}")
# Link the Image Texture node to the Base Color of the Principled BSDF shader
principled_node = None
for node in nodes:
if node.type == 'BSDF_PRINCIPLED':
principled_node = node
break
if principled_node is not None:
links = material.node_tree.links
links.new(image_texture_node.outputs['Color'], principled_node.inputs['Base Color'])
self.report({'INFO'}, f"Linked texture to Principled BSDF for material: {material.name}")
else:
self.report({'WARNING'}, f"No Principled BSDF node found for material: {material.name}")
except RuntimeError as e:
self.report({'ERROR'}, f"Failed to load image {texture_filename}: {e}")
else:
self.report({'WARNING'}, "Texture file not found for material {material.name}: {texture_filename}")
self.report({'INFO'}, 'Texture assignment complete.')
return {"FINISHED"}

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import bpy
import bmesh
### FIX MATERIALS ###
class MESH_OT_fix_material_names(bpy.types.Operator):
"""Fixes the material naming, if duplicated are present e.g. Material.001, Material.002 ..."""
bl_idname = "mesh.fix_material_names"
bl_label = "Fixes the material naming, if duplicated are present"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
#Remove all duplicated materials
self.merge_duplicated_materials()
#Merge material slots for every mesh in the scene
for obj in bpy.context.scene.objects:
if obj.type == "MESH":
self.merge_material_slots(obj)
self.report({'INFO'}, 'All duplicated Materials fixed')
return {"FINISHED"}
def merge_duplicated_materials(self):
for material in bpy.data.materials:
#Remove MI for Dekogon material names
if material.name.split('_')[0] == 'MI':
material.name = material.name[3:]
#Check for .001 at end and remove
if material.name[-3:].isnumeric():
opti_matName = material.name[:-4]
if bpy.data.materials.get(opti_matName): #check if og_mat exists
material.user_remap(bpy.data.materials.get(opti_matName))
print("Removed Material: " + material.name)
bpy.data.materials.remove(material)
else:
material.name = opti_matName
def merge_material_slots(self, obj):
duplicated_material_list = []
#create list with indexes of material slots with the same name and merge them
for og_slot in obj.material_slots:
for slot in obj.material_slots:
if slot.name == og_slot.name:
if slot.slot_index == og_slot.slot_index:
continue
if og_slot.slot_index in duplicated_material_list:
continue
duplicated_material_list.append(int(slot.slot_index))
#delete all material slots within list
for slot_index in sorted(duplicated_material_list, reverse=True):
obj.data.materials.pop(index = slot_index)
### FIX NAMING CONVENTIONS ###
class MESH_OT_fix_naming_conventions(bpy.types.Operator):
"""Changes . to _ to solve naming issues with workbench"""
bl_idname = "mesh.fix_naming_convention"
bl_label = "Changes . to _ to solve naming issues with workbench"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
for obj in bpy.data.objects:
obj.name = obj.name.replace(".","_")
self.report({'INFO'}, 'Fixed Naming')
return {"FINISHED"}
class MESH_OT_generate_empty_for_mesh(bpy.types.Operator):
"""Generates a Empty with the objects name at it´s position"""
bl_idname = "mesh.generate_empty_for_mesh"
bl_label = "Generates a Empty with the objects name at it´s position"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
scene = bpy.context.scene
Selection = bpy.context.selected_objects
FilteredSelection = [obj for obj in Selection if obj.type != 'EMPTY']
ActiveObj = bpy.context.active_object
for obj in FilteredSelection:
oldEmpty = scene.objects.get("Socket_" + obj.name)
if oldEmpty:
oldEmpty.location = obj.location
oldEmpty.rotation_euler = obj.rotation_euler
else:
obj.select_set(True)
bpy.ops.object.empty_add(type='PLAIN_AXES', align='WORLD', location=obj.location, scale=(1, 1, 1), rotation=obj.rotation_euler)
empty = bpy.context.active_object
empty.name = "Socket_" + obj.name
#Change back to selection and select old active
bpy.ops.object.select_all(action='DESELECT')
self.report({'INFO'}, 'Generated Emptys for selectes Meshes in Scene')
return {"FINISHED"}
class MESH_OT_select_face_id(bpy.types.Operator):
"""Highlights Face with given ID"""
bl_idname = "mesh.select_face_id"
bl_label = "Highlight/Select Face with given Index"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
EditObj = bpy.context.active_object
face_Index = int(context.scene.face_id_field)
if EditObj != None:
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
bm = bmesh.from_edit_mesh(EditObj.data)
bm.faces.ensure_lookup_table()
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
space.shading.type = 'WIREFRAME'
try:
bm.faces[face_Index].select = True
bmesh.update_edit_mesh(EditObj.data)
self.report({'INFO'}, f'Highlighted Face with Index: {face_Index}')
return {"FINISHED"}
except IndexError:
self.report({'INFO'}, f'Index: {face_Index} out of range!')
return {"FINISHED"}
else:
self.report({'INFO'}, 'Please select a Mesh first.')
return {"FINISHED"}

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import bpy
import bmesh
# Callback for Enum Items
def get_uv_layers(self, context):
items = []
obj = context.object
if obj and obj.type == 'MESH' and obj.data.uv_layers:
for i, uv in enumerate(obj.data.uv_layers):
items.append((str(i), uv.name, f"UV Layer {i}"))
else:
items.append(("NONE", "No UVs", "No UV available within Mesh"))
return items
class UVEnumProperties(bpy.types.PropertyGroup):
uv_enum: bpy.props.EnumProperty(name="UV Map", description="Select UV-Layer", items=get_uv_layers, default=0)
class MESH_OT_merge_materials_to_mask(bpy.types.Operator):
"""Merges 4 Materials into one Material (Mask)"""
bl_idname = "mesh.merge_materials_to_mask"
bl_label = "Merges 4 Materials into one Material (Mask)"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
scene = context.scene
arr_obj = context.selected_objects
activeObj = context.active_object
ignore_custom = context.scene.settings_multi_ignor
island_margin_custom = context.scene.uv_island_margin_slider
# Scale and offset for UV allignment
SCALE = 0.5
OFFSETS = [
(0.0, 0.5),
(0.5, 0.5),
(0.0, 0.0),
(0.5, 0.0)
]
IGNORE = ["glass", "glas", "grass", "gras"] + ignore_custom.split(",")
# No Mesh selected
if not arr_obj:
self.report({'WARNING'}, 'Select one mesh')
return {"CANCELLED"}
# Only one Mesh selected?
if len(arr_obj) > 1:
self.report({'WARNING'}, 'Only one Mesh can be selected')
return {"CANCELLED"}
obj = arr_obj[0]
selected_uv = context.scene.uv_enum_props.uv_enum
# UV Maps present?
if not obj.data.uv_layers or not selected_uv:
self.report({'WARNING'}, 'No UV-Map selected')
return {"CANCELLED"}
obj.data.uv_layers.active_index = int(selected_uv)
skip = 0
idx_multi = None
delete = []
# Loop through all Materials
for i, slot in enumerate(obj.material_slots):
# Skip Materials in static ignore list or user ignore list
if any(name in slot.material.name.lower() for name in IGNORE):
self.report({'INFO'}, f'Material "{slot.material.name}" skipped.')
skip += 1
continue
# Switch to edit mode
bpy.ops.object.mode_set(mode='EDIT')
# Create bmesh to work with
bm = bmesh.from_edit_mesh(obj.data)
uv_layer = bm.loops.layers.uv.active
# Deselect all
bpy.ops.mesh.select_all(action='DESELECT')
if slot.material:
# Select Mat slot
obj.active_material_index = i
# Select all Faces of Mat
bpy.ops.object.material_slot_select()
# If UV has assigned faces
if any(f.select for f in bm.faces):
# Repack UV Islands
bpy.ops.uv.select_all(action='SELECT')
bpy.ops.uv.pack_islands(margin=island_margin_custom)
# Select Offset
group = (i - skip) % len(OFFSETS)
offset = OFFSETS[group]
# Scale and offset UV
for f in bm.faces:
if f.select:
for loop in f.loops:
uv = loop[uv_layer].uv
uv[0] = offset[0] + uv[0] * SCALE
uv[1] = offset[1] + uv[1] * SCALE
# Apply Changes
bmesh.update_edit_mesh(obj.data)
# Create Texture Attributes with previous material names
match group:
case 0:
mat = bpy.data.materials.get(obj.material_slots[i].name)
mat["Black "] = mat.name
# Change name and use as base to merge
mat.name = "Multi_" + mat.name
idx_multi = i
self.report({'INFO'}, f'Material "{mat.name}" created.')
continue
case 1:
mat = bpy.data.materials.get(obj.material_slots[idx_multi].name)
mat["Red "] = slot.material.name
case 2:
mat = bpy.data.materials.get(obj.material_slots[idx_multi].name)
mat["Green "] = slot.material.name
case 3:
mat = bpy.data.materials.get(obj.material_slots[idx_multi].name)
mat["Blue "] = slot.material.name
case _:
pass
# Merge Material A -> B
self.merge_mat_A_to_B(obj, i, idx_multi)
# Add Material B to delete list
delete.insert(0, i)
# Switch to object mode
bpy.ops.object.mode_set(mode='OBJECT')
# Delete not used materials from list
for mat in delete:
obj.active_material_index = mat
bpy.ops.object.material_slot_remove()
# Put UV first
self.put_UV_first(obj, selected_uv)
# Change UV names like in Reforger Tools
mesh = obj.data
uv_layers = mesh.uv_layers
for i, layer in enumerate(uv_layers):
layer.name = f"UVMap{i + 1}"
self.report({'INFO'}, 'Merged Materials to Multitextures.')
return {"FINISHED"}
def merge_mat_A_to_B(self, obj, mat_A, mat_B):
# check if Mat Name is index or string and convert
if type(mat_A) is str:
mat_A = bpy.data.materials.get(mat_A)
mat_A = obj.material_slots.find(mat_A)
if type(mat_B) is str:
mat_B = bpy.data.materials.get(mat_B)
mat_B = obj.material_slots.find(mat_B)
# Change to Edit Mode
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
# Select all Faces from Mat B
obj.active_material_index = mat_A
bpy.ops.object.material_slot_select()
# Select Mat A and assign Faces from Mat B
obj.active_material_index = mat_B
bpy.ops.object.material_slot_assign() # Faces from B → A
# Switch to object mode
bpy.ops.object.mode_set(mode='OBJECT')
def put_UV_first(self, obj, target_index):
mesh = obj.data
uv_layers = mesh.uv_layers
if len(uv_layers) > 1:
# Transform UV-Layers to dict
uv_data_dict = {i: [loop_uv.uv.copy() for loop_uv in layer.data] for i, layer in enumerate(uv_layers)}
# Order: target_index -> first
indices = list(range(len(uv_layers)))
new_order = [target_index] + [i for i in indices if i != target_index]
# Delete all UV-layers
while len(uv_layers) > 0:
uv_layers.remove(uv_layers[0])
# write new order of UV´s
new_layers = []
for old_idx in new_order:
new_layer = uv_layers.new(name=f"Temp_{old_idx}") # temp Name
old_data = uv_data_dict[old_idx]
for j, loop_uv in enumerate(old_data):
new_layer.data[j].uv = loop_uv
new_layers.append(new_layer)
# Set active UV
uv_layers.active_index = 0

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import bpy
### PREPARE LODS ###
class MESH_OT_prepare_lods_decimate(bpy.types.Operator):
"""Copy current Mesh and apply decimate Modifier"""
bl_idname = "mesh.prepare_lods_decimate"
bl_label = "Copy current Mesh and apply decimate Modifier"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
#Selected Mesh
obj = bpy.context.active_object
if obj not in bpy.context.selected_objects or obj.type != "MESH":
self.report({'WARNING'}, 'Select a Mesh to continue')
return {"CANCELLED"}
if not obj.name[:-1].endswith('LOD'):
obj.name = obj.name + '_LOD0'
LODnumber = context.scene.lod_slider #Get from Slider
startLODcount = int(obj.name[-1])
endLODcount = startLODcount + LODnumber
for i in range (startLODcount + 1, endLODcount):
new_obj = obj.copy()
new_obj.data = obj.data.copy()
new_obj.name = obj.name[:-1] + str(i)
bpy.context.collection.objects.link(new_obj)
for t in range (startLODcount, i):
newModifierName = 'LOD_Decimate_' + str(t)
new_obj.modifiers.new(type='DECIMATE', name=newModifierName)
mod = new_obj.modifiers[newModifierName]
mod.ratio = 0.49
mod.use_collapse_triangulate = True
self.report({'INFO'}, 'LOD´s created')
return {"FINISHED"}

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from PIL import Image
import csv
palettes = ["ColorPalette_01", "ColorPalette_02"]
for palette in palettes:
# Bild öffnen (Pfad anpassen)
bild = Image.open(f"{palette}.png").convert("RGB")
breite, hoehe = bild.size
tiles_x, tiles_y = 32, 32
# Auf 32x32 verkleinern (nimmt repräsentative Pixel pro Kachel)
klein = bild.resize((32, 32), Image.NEAREST)
# CSV-Datei schreiben
with open(f"{palette}.csv", mode="w", newline="") as datei:
writer = csv.writer(datei)
writer.writerow(["norm_x", "norm_y", "r", "g", "b"])
for py in range(tiles_y):
for px in range(tiles_x):
# Farbe an diesem Pixel holen
r, g, b = bild.getpixel((int(px), int(py)))
# Normalisierung [0,1]
norm_x = (px / (breite)) + 1/64
norm_y = 1.0 - ((py / (hoehe))) - 1/64
writer.writerow([f"{norm_x:.6f}", f"{norm_y:.6f}", r, g, b])

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bl_info = {
"name": "L1960 Tools",
"author": "Prodeath21",
"version": (1, 8, 3),
"blender": (4, 2, 0),
"location": "3D Viewport > Sidebar > 1960Life category",
"description": "Set´s up the Projection-Modifier automatically and add´s in the Emptys if not allready created.",
"category": "Object",
}
# ----------------------------------------------
# Import modules
# ----------------------------------------------
if "bpy" in locals():
import imp
imp.reload(Dekogon)
imp.reload(CubeProjection)
imp.reload(Helper)
imp.reload(PrepareLods)
imp.reload(AutoColorPalette)
imp.reload(MaterialToMask)
print("L1960 Tools: Reloaded multifiles")
else:
from . import Dekogon
from . import CubeProjection
from . import Helper
from . import PrepareLods
from . import AutoColorPalette
from . import MaterialToMask
import bpy
from . Dekogon import MESH_OT_group_objects_in_collections, MESH_OT_assign_textures
from . CubeProjection import MESH_OT_add_auto_cube_projection, MESH_OT_add_modifier_to_mesh
from . Helper import MESH_OT_fix_material_names, MESH_OT_fix_naming_conventions, MESH_OT_generate_empty_for_mesh, MESH_OT_select_face_id
from . PrepareLods import MESH_OT_prepare_lods_decimate
from . AutoColorPalette import MESH_OT_set_up_mlod, EnumColorPalettes # MESH_OT_bake_basic_mlod,
from . MaterialToMask import UVEnumProperties, MESH_OT_merge_materials_to_mask
class L1960_PT_dekogon(bpy.types.Panel):
#where to add the panel
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
#add labels
bl_label = "1960-Life Import"
bl_category = "1960-Life"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
box = self.layout.box()
# Dekogon-Import
box.label(text="Dekogon-Import")
row = box.row()
row.operator("mesh.group_objects_in_collections", text="Group to Collections")
row = box.row()
split = row.split(factor=0.5)
split.operator("mesh.assign_textures", text="Assign Textures")
split.prop(context.scene, "dekogon_file_path", text="")
row = box.row()
row.prop(context.scene, "section1",
text="Settings",
icon="TRIA_DOWN" if context.scene.section1 else "TRIA_RIGHT",
emboss=False)
if context.scene.section1:
box.prop(context.scene, "dekogon_settings_prefix", text="Prefix")
box.prop(context.scene, "dekogon_settings_suffix", text="Suffix")
box.prop(context.scene, "dekogon_settings_filetype", text="File Type")
self.layout.separator()
box = self.layout.box()
# Americano-Import
box.label(text="Materials-to-Multi")
row = box.row()
row.operator("mesh.merge_materials_to_mask", text="Merge Materials to Mask")
row = box.row()
row.prop(context.scene, "section2",
text="Settings",
icon="TRIA_DOWN" if context.scene.section2 else "TRIA_RIGHT",
emboss=False)
if context.scene.section2:
row = box.row()
props = context.scene.uv_enum_props
row.prop(props, "uv_enum", text="Use UV")
box.prop(context.scene, "settings_multi_ignor", text="Ignore")
box.prop(context.scene, "uv_island_margin_slider", text="Island Margin")
class L1960_PT_tools(bpy.types.Panel):
#where to add the panel
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
#add labels
bl_label = "1960-Life Tools"
bl_category = "1960-Life"
def draw(self, context):
"""define the layout of the panel"""
box = self.layout.box()
# UV-Project helper
box.label(text="UV-Projection")
row = box.row()
row.operator("mesh.add_auto_cube_projection", text="Set up Projectors")
row = box.row()
row.operator("mesh.add_modifier_to_mesh", text="Add Modifier to Mesh")
self.layout.separator()
# Helpers
box = self.layout.box()
box.label(text="Various Helper")
row = box.row()
row.operator("mesh.fix_material_names", text="Fix Material Name´s")
row = box.row()
row.operator("mesh.fix_naming_convention", text="Fix Naming Convention")
row = box.row()
row.operator("mesh.generate_empty_for_mesh", text="Generate Empty")
row = box.row()
split = row.split(factor=0.7)
split.operator("mesh.select_face_id", text="Show Face Index")
split.prop(context.scene, "face_id_field", text="")
self.layout.separator()
# Generate LODs
box = self.layout.box()
box.label(text="LOD´s")
row = box.row()
row.operator("mesh.prepare_lods_decimate", text="Create LOD´s")
box.prop(context.scene, "lod_slider", text="Amount")
box = self.layout.box()
box.prop(context.scene.color_palettes, "mlod_enum_selection", expand=True)
# row = box.row()
# row.operator("mesh.set_up_mlod", text="Set up MLOD")
row = box.row()
row.operator("mesh.set_up_mlod", text="Generate MLOD (Palette)")
self.layout.separator()
###############################
# Enfusion Blender Tools Linked
box = self.layout.box()
box.label(text="EBT Linked")
row = box.row()
row.operator("view3d.ebt_sort", text="Sort Objects")
# colliders setup is allowed in both OBJECT and EDIT mode
row = box.row()
row.operator("view3d.ebt_colliders_setup", text=" Colliders Setup")
row = box.row()
# Light Setup
row.operator("view3d.ebt_setup_light", text=" Light Setup")
row = box.row()
col = row.column(align=True)
# Update Materials
col.operator("scene.ebt_update_enf_materials",)
row = box.row()
col = row.column(align=True)
#register the panel with blender
modules = [ L1960_PT_dekogon,
L1960_PT_tools,
MESH_OT_add_auto_cube_projection,
MESH_OT_add_modifier_to_mesh,
MESH_OT_merge_materials_to_mask,
MESH_OT_fix_material_names,
MESH_OT_group_objects_in_collections,
MESH_OT_assign_textures,
MESH_OT_fix_naming_conventions,
MESH_OT_generate_empty_for_mesh,
MESH_OT_prepare_lods_decimate,
# MESH_OT_bake_basic_mlod,
MESH_OT_set_up_mlod,
EnumColorPalettes,
MESH_OT_select_face_id,
UVEnumProperties
]
def register():
for mod in modules:
bpy.utils.register_class(mod)
bpy.types.Scene.lod_slider = bpy.props.IntProperty(name="LOD Number", default=3, min=0, max=10)
bpy.types.Scene.color_palettes = bpy.props.PointerProperty(type=EnumColorPalettes)
bpy.types.Scene.face_id_field = bpy.props.IntProperty(name="Face ID", default=0, min=0)
bpy.types.Scene.section1 = bpy.props.BoolProperty(name="Expand Section", default=False)
bpy.types.Scene.section2 = bpy.props.BoolProperty(name="Expand Section", default=False)
bpy.types.Scene.dekogon_file_path = bpy.props.StringProperty(name="Textures", description="Path to the texture folder, textures to be applied from", subtype="DIR_PATH", default="")
bpy.types.Scene.dekogon_settings_prefix = bpy.props.StringProperty(name="Prefix", default="TX")
bpy.types.Scene.dekogon_settings_suffix = bpy.props.StringProperty(name="Suffix", default="ALB")
bpy.types.Scene.dekogon_settings_filetype = bpy.props.StringProperty(name="File Type", default="tga")
bpy.types.Scene.settings_multi_ignor = bpy.props.StringProperty(name="Ignore", default="", description="Ignore material when string is in name (split by comma)")
bpy.types.Scene.uv_enum_props = bpy.props.PointerProperty(type=UVEnumProperties)
bpy.types.Scene.uv_island_margin_slider = bpy.props.FloatProperty(name="Island Margin", default=0.02, min=0.01, max=0.1)
def unregister():
for mod in modules:
bpy.utils.unregister_class(mod)
del bpy.types.Scene.lod_slider
del bpy.types.Scene.color_palettes
del bpy.types.Scene.face_id_field
del bpy.types.Scene.section1
del bpy.types.Scene.section2
del bpy.types.Scene.dekogon_file_path
del bpy.types.Scene.dekogon_settings_prefix
del bpy.types.Scene.dekogon_settings_suffix
del bpy.types.Scene.dekogon_settings_filetype
del bpy.types.Scene.settings_multi_ignor
del bpy.types.Scene.uv_enum_props
del bpy.types.Scene.uv_island_margin_slider
if __name__== "__main__":
register()