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SaintsRow_FBX_Converter.py
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SaintsRow_FBX_Converter.py
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"""
Volition FBX Converter
Import an FBX file
- Convert to Saints Row Files
-- Character Mesh ( *.cmeshx )
-- Skeleton File ( *.rigx )
-- Material Library ( *.matlibx )
Version - 2.04
Force 3dsmax Setting will take originating fbx files from 3dsmax, Exported from maya and convert without any user end rotation modifications.
The main mesh must have a -90 degree rotation on the X axis
"""
import os
import sys
import struct
import xml.dom.minidom
import xml.etree.cElementTree
import wx
import wx.grid as gridlib
import wx.lib.agw.pyprogress
import subprocess
import stat
import time
import json
import webbrowser
import shutil
import ctypes
import ctypes.wintypes
import copy
import FbxCommon
# Debug Print Flags
DEBUG_VERTS = False
DEBUG_WEIGHTS = False
DEBUG_OUTPUT = False
DEBUG_BONE_OUTPUT = False
DEBUG_MATERIAL = False
DEBUG_BLENDSHAPES = False
# Globals
WORKING_DIR = None
SMALL_LARGE_TEXTURES = { }
# Crunchers
PEG_CRUNCHER = 'peg_assemble_wd'
RIG_CRUNCHER = 'rig_cruncher_wd'
MAT_CRUNCHER = 'material_library_crunch_wd'
MESH_CRUNCHER = 'mesh_crunch_wd'
TEXTURE_CRUNCHER = 'texture_crunch_wd'
MORPH_CRUNCHER = 'morph_crunch_wd'
CRUNCHERS = [ PEG_CRUNCHER, RIG_CRUNCHER, MAT_CRUNCHER, MESH_CRUNCHER, TEXTURE_CRUNCHER, MORPH_CRUNCHER ]
# Conversion Values
COORD_SYS_TRANSFORM = None
MAX_SCALE_VALUE = 39.3701
MAYA_SCALE_VALUE = 100
IN_TO_METERS = 0.0254
CM_TO_METERS = 0.01
TWO_UV_SETS= False #certain shaders need 2 uv sets. If this bool is true -> duplicate uv data
IS_3DSMAX = False
IS_MAYAYUP = False
SCALE_VALUE = MAX_SCALE_VALUE
SCENE_SCALE_CONVERSION = 0.01
BLENDSHAPE_NAMES = { "body_gender_female":"body gender female",
"body_gender_male":"body gender male",
"body_fat_plus":"body fat +",
"body_fat_minus":"body fat -",
"body_muscle":"body muscle",
"skull_top_width_pm":"skull top width +-",
"skull_top_elevation_pm":"skull top elevation +-",
"skull_back_depth_pm":"skull back depth +-",
"skull_back_width_pm":"skull back width +-",
"neck_back_depth_pm":"neck back depth +-",
"neck_back_width_pm":"neck back width +-",
"forehead_depth_pm":"forehead depth +-",
"forehead_elevation_pm":"forehead elevation +-",
"forehead_width_pm":"forehead width +-",
"brow_spacing_pm":"brow spacing +-",
"brow_depth_pm":"brow depth +-",
"brow_width_pm":"brow width +-",
"inner_brow_elevation_pm":"inner brow elevation +-",
"middle_brow_elevation_pm":"middle brow elevation +-",
"outer_brow_elevation_pm":"outer brow elevation +-",
"eyeballs_spacing_pm":"eyeballs spacing +-",
"eyeballs_depth_pm":"eyeballs depth +-",
"eyeballs_elevation_pm":"eyeballs elevation +-",
"eyeballs_size_pm":"eyeballs size +-",
"eye_folds_elevation_pm":"eye folds elevation +-",
"upper_eyelids_pitch_minus":"upper eyelids pitch -",
"upper_eyelids_pitch_plus":"upper eyelids pitch +",
"upper_eyelids_roll_minus":"upper eyelids roll -",
"upper_eyelids_roll_plus":"upper eyelids roll +",
"lower_eyelids_pitch_minus":"lower eyelids pitch -",
"lower_eyelids_pitch_plus":"lower eyelids pitch +",
"lower_eyelids_roll_minus":"lower eyelids roll -",
"lower_eyelids_roll_plus":"lower eyelids roll +",
"iris_size_plus":"iris size +",
"iris_size_minus":"iris size -",
"eyeballs_spacing_minus":"eyeballs spacing -",
"eye_style_minus":"eye style -",
"eye_style_plus":"eye style +",
"bridge_depth_pm":"bridge depth +-",
"bridge_elevation_pm":"bridge elevation +-",
"bridge_width_pm":"bridge width +-",
"nose_depth_pm":"nose depth +-",
"nose_elevation_pm":"nose elevation +-",
"slope_depth_pm":"slope depth +-",
"slope_elevation_pm":"slope elevation +-",
"slope_width_pm":"slope width +-",
"ball_depth_pm":"ball depth +-",
"ball_elevation_pm":"ball elevation +-",
"ball_width_pm":"ball width +-",
"ball_height_pm":"ball height +-",
"nostrils_spacing_pm":"nostrils spacing +-",
"nostrils_depth_pm":"nostrils depth +-",
"nostrils_elevation_pm":"nostrils elevation +-",
"nostrils_width_pm":"nostrils width +-",
"nostrils_height_pm":"nostrils height +-",
"septum_elevation_pm":"septum elevation +-",
"septum_width_pm":"septum width +-",
"nose_size_pm":"nose size+-",
"temples_spacing_pm":"temples spacing +-",
"temples_depth_pm":"temples depth +-",
"temples_elevation_pm":"temples elevation +-",
"cheekbones_spacing_pm":"cheekbones spacing +-",
"cheekbones_depth_pm":"cheekbones depth +-",
"cheekbones_elevation_pm":"cheekbones elevation +-",
"cheekbones_size_pm":"cheekbones size +-",
"cheeks_spacing_pm":"cheeks spacing +-",
"cheeks_depth_pm":"cheeks depth +-",
"cheeks_elevation_pm":"cheeks elevation +-",
"jowls_spacing_pm":"jowls spacing +-",
"jowls_depth_pm":"jowls depth +-",
"jowls_elevation_pm":"jowls elevation +-",
"ears_spacing_pm":"ears spacing +-",
"ears_depth_pm":"ears depth +-",
"ears_elevation_pm":"ears elevation +-",
"ears_width_pm":"ears width +-",
"ears_length_pm":"ears length +-",
"ears_height_pm":"ears height +-",
"ears_pitch_minus":"ears pitch -",
"ears_pitch_plus":"ears pitch +",
"ears_yaw_minus":"ears yaw -",
"ears_yaw_plus":"ears yaw +",
"ears_roll_minus":"ears roll -",
"ears_roll_plus":"ears roll +",
"lobes_elevation_pm":"lobes elevation +-",
"lobes_size_pm":"lobes size +-",
"tips_spacing_pm":"tips spacing +-",
"tips_elevation_pm":"tips elevation +-",
"tips_size_pm":"tips size +-",
"mouth_depth_pm":"mouth depth +-",
"mouth_elevation_pm":"mouth elevation +-",
"mouth_width_pm":"mouth width +-",
"upper_lip_middle_elevation_pm":"upper lip middle elevation +-",
"upper_lip_middle_size_pm":"upper lip middle size +-",
"upper_lip_sides_elevation_pm":"upper lip sides elevation +-",
"upper_lip_sides_size_pm":"upper lip sides size +-",
"lower_lip_middle_elevation_pm":"lower lip middle elevation +-",
"lower_lip_middle_size_pm":"lower lip middle size +-",
"lower_lip_sides_elevation_pm":"lower lip sides elevation +-",
"mouth_sides_depth_pm":"mouth sides depth +-",
"mouth_sides_elevation_pm":"mouth sides elevation +-",
"mouth_sides_size_pm":"mouth sides size +-",
"mouth_bite_pm":"mouth bite +-",
"mouth_size_pm":"mouth size+-",
"chin_depth_pm":"chin depth +-",
"chin_elevation_pm":"chin elevation +-",
"chin_width_pm":"chin width +-",
"chin_height_pm":"chin height +-",
"double_chin_depth_pm":"double chin depth +-",
"double_chin_elevation_pm":"double chin elevation +-",
"double_chin_width_pm":"double chin width +-",
"chin_dimple":"chin dimple",
"jaw_spacing_pm":"jaw spacing +-",
"jaw_depth_pm":"jaw depth +-",
"jaw_elevation_pm":"jaw elevation +-"}
# Bone Name Mappings
BONE_NAMES = { 'bone_l_thigh' : 'bone_l-thigh',
'bone_l_calf' : 'bone_l-calf',
'bone_l_calftwist1' : 'bone_l-calftwist1',
'bone_l_foot' : 'bone_l-foot',
'bone_l_toe0' : 'bone_l-toe0',
'bone_l_knee' : 'bone_l-knee',
'bone_l_thightwist1' : 'bone_l-thightwist1',
'bone_r_thigh' : 'bone_r-thigh',
'bone_r_calf' : 'bone_r-calf',
'bone_r_calftwist1' : 'bone_r-calftwist1',
'bone_r_foot' : 'bone_r-foot',
'bone_r_toe0' : 'bone_r-toe0',
'bone_r_knee' : 'bone_r-knee',
'bone_r_thightwist1' : 'bone_r-thightwist1',
'bone_l_clavicle' : 'bone_l-clavicle',
'bone_l_upperarmtwist1' : 'bone_l-upperarmtwist1',
'bone_l_foretwist' : 'bone_l-foretwist',
'bone_l_elbow' : 'bone_l-elbow',
'bone_l_foretwist1' : 'bone_l-foretwist1',
'bone_l_hand' : 'bone_l-hand',
'bone_l_finger1' : 'bone_l-finger1',
'bone_l_finger11' : 'bone_l-finger11',
'bone_l_finger2' : 'bone_l-finger2',
'bone_l_finger21' : 'bone_l-finger21',
'bone_l_finger3' : 'bone_l-finger3',
'bone_l_finger31' : 'bone_l-finger31',
'bone_l_finger4' : 'bone_l-finger4',
'bone_l_finger41' : 'bone_l-finger41',
'bone_l_handprop' : 'bone_l-handprop',
'bone_l_thumb1' : 'bone_l-thumb1',
'bone_l_thumb11' : 'bone_l-thumb11',
'bone_l_upperarmtwist2' : 'bone_l-upperarmtwist2',
'bone_l_upperarmtwist3' : 'bone_l-upperarmtwist3',
'bone_l_eye' : 'bone_l-eye',
'bone_r_eye' : 'bone_r-eye',
'bone_r_clavicle' : 'bone_r-clavicle',
'bone_r_upperarmtwist1' : 'bone_r-upperarmtwist1',
'bone_r_foretwist' : 'bone_r-foretwist',
'bone_r_elbow' : 'bone_r-elbow',
'bone_r_foretwist1' : 'bone_r-foretwist1',
'bone_r_hand' : 'bone_r-hand',
'bone_r_finger1' : 'bone_r-finger1',
'bone_r_finger11' : 'bone_r-finger11',
'bone_r_finger2' : 'bone_r-finger2',
'bone_r_finger21' : 'bone_r-finger21',
'bone_r_finger3' : 'bone_r-finger3',
'bone_r_finger31' : 'bone_r-finger31',
'bone_r_finger4' : 'bone_r-finger4',
'bone_r_finger41' : 'bone_r-finger41',
'bone_r_handprop' : 'bone_r-handprop',
'bone_r_thumb1' : 'bone_r-thumb1',
'bone_r_thumb11' : 'bone_r-thumb11',
'bone_r_upperarmtwist2' : 'bone_r-upperarmtwist2',
'bone_r_upperarmtwist3' : 'bone_r-upperarmtwist3' }
# Material String Dictionaries
MATERIAL_TAGS = { 'Diffuse_Map_varList' : 'diffuse_map',
'Diffuse_Map' : 'diffuse_map',
'Pattern_Map_varList' : 'pattern_map',
'pattern_map' : 'pattern_map',
'Normal_Map_varList' : 'normal_map',
'Normal_Map' : 'normal_map',
'Normal_Map_Height' : 'normal_map_height',
'material_name' : 'name',
'mtl_id' : 'index',
'Blend_Map_varList' : 'blend_map',
'Blend_Map' : 'blend_map',
'Fresnel_Alpha_Interface' : 'fresnel_alpha_interface',
'Fresnel_Alpha_Interface_2' : 'fresnel_alpha_interface2',
'Fresnel_Strength' : 'fresnel_strength',
'Fresnel_Strength_2' : 'fresnel_strength2',
'Specular_Map_varList' : 'specular_map',
'Specular_Map' : 'specular_map',
'Specular_Map_Amount' : 'specular_map_amount',
'Specular_Power' : 'specular_power',
'Specular_Power_2' : 'specular_power2',
'Specular_Alpha' : 'specular_alpha',
'Specular_Alpha_2' : 'specular_alpha2',
'Specular_Alpha_Interface' : 'specular_alpha_interface',
'Specular_Alpha_Interface_2' : 'specular_alpha_interface2',
'Sphere_Map_varList' : 'sphere_map1',
'Sphere_Map_Amount' : 'sphere_map_amount',
'Sphere_Map_1_varList' : 'sphere_map1',
'Sphere_Map_2_varList' : 'sphere_map2',
'Sphere_Map_2' : 'sphere_map2',
'Sphere_Map_1' : 'sphere_map1',
'Sphere_Map' : 'sphere_map1',
'Base_Opacity' : 'base_opacity',
'shader' : 'shader',
'Texture' : 'texture',
'Self_Illumination' : 'self_illumination',
'glow_Mask_Map' : 'glow_Mask_Map',
}
class Node_Bone( object ):
"""
Fbx bone object
*Arguments:*
* ``node`` Fbx node for the bone
* ``scene`` Fbx scene
*Keyword Arguments:*
* ``none``
*Examples:* ::
Enter code examples here. (optional field)
*Todo:*
* Enter thing to do. (optional field)
*Author:*
* Randall Hess, 11/19/2013 9:27:47 PM
"""
def __init__( self, node, scene ):
self.node = node
self.name = node.GetName( )
self.id = None
self.index = None
self.parent = None
self.parent_id = None
self.parent_index = None
object_transform = compute_world_transform( node )
self.quat = object_transform.GetQ( )
self.pos = object_transform.GetT( )
#print '{4} Quat: {0} {1} {2} {3}'.format( self.quat[0], self.quat[1], self.quat[2], self.quat[3], self.name )
self.update_attributes( )
def update_attributes( self ):
"""
Update the attribute values on this bone
*Arguments:*
* ``None``
*Keyword Arguments:*
* ``None``
*Returns:*
* ``Value`` If any, enter a description for the return value here.
*Examples:* ::
Enter code examples here. (optional field)
*Todo:*
* Enter thing to do. (optional field)
*Author:*
* Randall Hess, 1/20/2014 12:50:07 PM
"""
#print 'IN: Bone index: {0} Bone id: {1} Parent: {2} Parent id: {3}'.format( self.index, self.id, self.parent, self.parent_id )
# get the index of this bone
bone_index = get_node_properties( self.node, property_name = 'p_bone_order', get_value = True )
if not bone_index is None:
self.index = bone_index
# get the bone id
bone_id = get_node_properties( self.node, property_name = 'p_bone_id', get_value = True )
if not bone_id is None:
self.id = bone_id
# get the parent index
parent = get_node_properties( self.node, property_name = 'p_bone_parent', get_value = True )
if not parent is None:
self.parent = parent
bone_name = get_node_properties( self.node, property_name = 'p_bone_name', get_value = True )
if not bone_name is None:
self.name = str( bone_name )
else:
self.name = get_bone_name( self.name )
if self.name == 'bone_root':
self.index = 0
#print 'OUT: Bone index: {0} Bone id: {1} Parent: {2} Parent id: {3}'.format( self.index, self.id, self.parent, self.parent_id )
class Node_Tag( object ):
"""
Fbx tag object
*Arguments:*
* ``node`` Fbx node for the bone
* ``scene`` Fbx scene
*Keyword Arguments:*
* ``none``
*Examples:* ::
Enter code examples here. (optional field)
*Todo:*
* Enter thing to do. (optional field)
*Author:*
* Randall Hess, 11/19/2013 9:27:47 PM
"""
def __init__( self, node, scene ):
self.node = node
self.name = node.GetName( )
self.parent = node.GetParent( )
self.parent_index = 0
# get the transform then remove the scale from the tags
object_transform = compute_world_transform( node )
object_transform = remove_transform_scale( object_transform )
# get the rotation
self.quat = object_transform.GetQ( )
# get the position relative to the parent
parentNode = node.GetParent()
parent_object_transform = compute_world_transform( parentNode )
self.pos = object_transform.GetT( ) - parent_object_transform.GetT( )
tag_name = get_node_properties( self.node, property_name = 'p_tag_name', get_value = True )
if not tag_name is None:
self.name = tag_name
else:
self.name = get_tag_name( self.name )
class Vertex_Info( object ):
"""
Store off all the data relative to a vertex
*Arguments:*
* ``Argument`` Enter a description for the argument here.
*Keyword Arguments:*
* ``Argument`` Enter a description for the keyword argument here.
*Examples:* ::
Enter code examples here. (optional field)
*Todo:*
* Enter thing to do. (optional field)
*Author:*
* Randall Hess, 12/23/2013 9:48:50 PM
"""
def __init__( self, vertex_index ):
self.index = -1
self.positions = [ 0, 0, 0, 0 ]
self.normal = [ 0, 0, 0 ]
self.uvs = [ 0, 0 ]
self.original_index = -1
class Node_Info( object ):
"""
Structure to hold triangle/face data for a mesh
*Arguments:*
* ``node`` fbx object
* ``node_index`` Index of the object in the scene heirarchy
*Keyword Arguments:*
* ``Argument`` Enter a description for the keyword argument here.
*Examples:* ::
Enter code examples here. (optional field)
*Todo:*
* Enter thing to do. (optional field)
*Author:*
* Randall Hess, 12/17/2013 8:58:16 PM
"""
def __init__( self, node, node_index ):
self.index = node_index
self.node = node
self.parent = node.GetParent()
class Face_Info( object ):
"""
Structure to hold triangle/face data for a mesh
*Arguments:*
* ``face_index`` Index of the triangle/face in the mesh
*Keyword Arguments:*
* ``Argument`` Enter a description for the keyword argument here.
*Examples:* ::
Enter code examples here. (optional field)
*Todo:*
* Enter thing to do. (optional field)
*Author:*
* Randall Hess, 12/17/2013 8:58:16 PM
"""
def __init__( self, face_index ):
self.index = face_index
self.material_id = 0
self.verts = [ 0, 0, 0 ]
self.indices = [ 0, 0, 0 ]
class Material_Info( object ):
"""
Structure to hold default material data
*Arguments:*
* ``index`` Index of the material
* ``name`` Name of the material
*Keyword Arguments:*
* ``None``
*Examples:* ::
Enter code examples here. (optional field)
*Todo:*
* Enter thing to do. (optional field)
*Author:*
* Randall Hess, 12/17/2013 8:58:16 PM
"""
def __init__( self, index, name ):
self.index = index
self.name = name
self.diffuse_map = os.path.join( WORKING_DIR, 'missing.tga' )
self.normal_map = os.path.join( WORKING_DIR, 'normal_blank_n.tga' ) #'flat-normalmap_n.tga'
self.normal_map_height = 1.000000
self.specular_map = os.path.join( WORKING_DIR, 'spec_blank_s.tga' )
self.specular_map_amount = 1.000000
self.specular_power = 1.000000
self.specular_power2 = 1.000000
self.specular_alpha = 0.000000
self.specular_alpha2 = 0.000000
self.specular_alpha_interface = 1.000000
self.specular_alpha_interface2 = 0.000000
self.sphere_map1 = os.path.join( WORKING_DIR, 'missing-grey.tga' )
self.sphere_map2 = os.path.join( WORKING_DIR, 'missing-grey.tga' )
self.sphere_map_amount = 1.000000
self.pattern = os.path.join( WORKING_DIR, 'missing.tga' )
self.dob = os.path.join( WORKING_DIR, 'missing.tga' )
self.blend_map = os.path.join( WORKING_DIR, 'shd_whiteopaque.tga' )
self.shader = os.path.join( WORKING_DIR, 'ir_bbsimple1' )
self.base_opacity = 1.000000
self.texture = os.path.join( WORKING_DIR, 'norender.tga' )
self.fresnel_alpha_interface = 0.000000
self.fresnel_alpha_interface2 = 0.000000
self.fresnel_strength = 0.000000
self.fresnel_strength2 = 0.000000
self.self_illumination = 0.000000
self.glow_Mask_Map = os.path.join( WORKING_DIR, 'missing.tga' )
self.xml_element = None
self.pattern_map = os.path.join( WORKING_DIR, 'missing-black.tga' )
def get_process( process_name ):
ps_api = ctypes.WinDLL( 'Psapi.dll' )
ps_api.EnumProcesses.restype = ctypes.wintypes.BOOL
ps_api.GetProcessImageFileNameA.restype = ctypes.wintypes.DWORD
kernel32 = ctypes.WinDLL( 'kernel32.dll' )
kernel32.OpenProcess.restype = ctypes.wintypes.HANDLE
kernel32.TerminateProcess.restype = ctypes.wintypes.BOOL
MAX_PATH = 260
PROCESS_TERMINATE = 0x0001
PROCESS_QUERY_INFORMATION = 0x0400
count = 32
process_count = 0
while True:
process_ids = ( ctypes.wintypes.DWORD * count )( )
cb = ctypes.sizeof( process_ids )
bytes_returned = ctypes.wintypes.DWORD( )
if ps_api.EnumProcesses( ctypes.byref( process_ids ), cb, ctypes.byref( bytes_returned ) ):
if bytes_returned.value < cb:
break
else:
count *= 2
else:
raise IOError( 'Call to EnumProcesses failed' )
for index in range( bytes_returned.value / ctypes.sizeof( ctypes.wintypes.DWORD ) ):
process_id = process_ids[ index ]
h_process = kernel32.OpenProcess( PROCESS_QUERY_INFORMATION, False, process_id )
if h_process:
image_filename = ( ctypes.c_char*MAX_PATH )( )
if ps_api.GetProcessImageFileNameA( h_process, image_filename, MAX_PATH ) > 0:
filename = os.path.basename( image_filename.value ).lower( )
if filename == process_name:
process_count += 1
kernel32.CloseHandle( h_process )
return process_count
def package_files( converted_folder, output_folder ):
"""
Package the output files into str2_pc and asm_pc packages
Command line call to vpckg
*Arguments:*
* ``file_folder`` Location of converted *_pc files
* ``output_folder`` Location of destination *_asm_pc, *_str2_pc files
*Keyword Arguments:*
* ``Argument`` Enter a description for the keyword argument here.
*Returns:*
* ``Boolean`` Succeed
*Examples:* ::
Enter code examples here. (optional field)
*Todo:*
* Enter thing to do. (optional field)
*Author:*
* Randall Hess, randall.hess@volition-inc.com, 7/16/2014 4:03:47 PM
"""
package_executable = os.path.join( WORKING_DIR, 'vpkg_wd.exe' )
if not os.path.lexists( package_executable ):
wx.MessageBox( 'vpkg_wd.exe was missing from the converter director', style = wx.OK, caption = 'Volition FBX Converter' )
return False
print 'Getting converted files'
#converted_files = [ ]
#filenames = [ ]
#for dirpath, dirnames, filenames in os.walk( converted_folder ):
#converted_files.extend( filenames )
#for filename in filenames:
#if filename.endswith( '_pc' ):
#print ' adding converted file: {0}'.format( filename )
print 'Getting asm files'
asm_files = [ ]
filenames = [ ]
for dirpath, dirnames, filenames in os.walk( output_folder ):
for filename in filenames:
if filename.endswith( 'asm_pc' ):
asm_file = os.path.join( output_folder, filename )
if not asm_file in asm_files:
asm_files.append( asm_file )
print ' adding asm file: {0}'.format( asm_file )
print 'Getting str2 files'
str2_files = [ ]
filenames = [ ]
for dirpath, dirnames, filenames in os.walk( output_folder ):
for filename in filenames:
if filename.endswith( 'str2_pc' ):
str2_file = os.path.join( output_folder, filename )
if not str2_file in str2_files:
str2_files.append( str2_file )
print ' adding str2 file: {0}'.format( str2_file )
# Backup Original Str2 and Asm files
backup_path = os.path.join( output_folder, 'backup' )
if not os.path.lexists( backup_path ):
os.mkdir( backup_path )
if len( asm_files ) == 0:
wx.MessageBox( 'You do no appear to have any unpacked asm/str2 files in the Package folder.\nPlease refer to the tutorial section for unpacking these files.', style = wx.OK, caption = 'Volition FBX Converter' )
return False
for asm_file in asm_files:
try:
shutil.copy2( asm_file, backup_path )
except IOError:
print 'FAILED to backup copy {0}'.format( asm_file )
for str2_file in str2_files:
try:
shutil.copy2( str2_file, backup_path )
except IOError:
print 'FAILED to backup copy {0}'.format( str2_file )
# loop through each str2_pc and sub asm_pc
print 'Attempting to update SaintsRow asm/str2 files: {0}'.format( output_folder )
output_cmds = [ ]
command_failed = [ ]
command_index = 0
for str2_file in str2_files:
for asm_file in asm_files:
command_index += 1
cmd = 'vpkg_wd -output_dir "{0}" -update_str2 "{1}" "{2}" "{3}\*"'.format( output_folder, str2_file, asm_file, converted_folder )
output_cmds.append( cmd )
print cmd
try:
subprocess.check_call( cmd, shell = False, stderr = subprocess.STDOUT)
except subprocess.CalledProcessError as error:
code = error.returncode
command_failed.append( command_index )
if code in ( 1, 2 ):
print 'The command failed\n {0}'.format( cmd )
elif code in ( 3, 4, 5 ):
print 'The command had some issues\n {0}'.format( cmd )
finally:
processed = True
time.sleep( 0.25 )
# print out the commands that were run
for index in range( 0, len( output_cmds ) ):
if not index in command_failed:
print '{0}'.format( output_cmds[ index ] )
else:
print 'FAILED: {0}'.format( output_cmds[ index ] )
return True
return False
def crunch_rule( filename, ):
"""
Call the specific cruncher based on the prefix of the given filename
*Arguments:*
* ``filename`` .rule filename
*Keyword Arguments:*
* ``none``
*Returns:*
* ``Bool`` If the file crunched
*Examples:* ::
crunch_rule( mesh_crunch_wd_pc_Clip.rule )
mesh_crunch_wd.exe -p shaders.vpp_pc "mesh_crunch_wd_pc_Clip.rule"
*Author:*
* Randall Hess, 4/24/2014 10:21:02 PM
"""
if os.path.lexists( filename ):
# check for the shaders.vpp_pc
shaders_file = os.path.join( WORKING_DIR, 'shaders.vpp_pc' )
if os.path.lexists( shaders_file ):
# Get the cruncher from the startswith rule filename
for cruncher in CRUNCHERS:
base_filename = os.path.basename( filename )
if base_filename.startswith( cruncher ):
cruncher_file = os.path.join( WORKING_DIR, (cruncher + '.exe') )
if os.path.lexists( cruncher_file ):
# copy the cruncher file to the rule file location
#try:
#shutil.copy2( cruncher_file, os.path.dirname( filename ) )
#except IOError:
#pass
#copied_cruncher_file = os.path.join( os.path.dirname( filename ), '{0}.exe'.format( cruncher ) )
copied_cruncher_file = cruncher_file
if os.path.lexists( cruncher_file ):
if base_filename.startswith( MESH_CRUNCHER ) or base_filename.startswith( MAT_CRUNCHER ):
print '{0} -p {1} {2}'.format( copied_cruncher_file, shaders_file, filename )
retval = subprocess.call( '"{0}" -p "{1}" "{2}"'.format( copied_cruncher_file, shaders_file, filename ) )
else:
retval = subprocess.call( '"{0}" "{1}"'.format( copied_cruncher_file, filename ) )
# remove the file
#os.remove( copied_cruncher_file )
if retval != 0:
print 'ERROR: Crunch failed.\n{0}'.format( cruncher_file )
return False
return True
else:
print 'ERROR: Cannot crunch. Cruncher file does not exist.\n{0}'.format( cruncher_file )
else:
print 'ERROR: Cannot crunch. Cruncher file does not exist.\n{0}'.format( cruncher_file )
else:
print 'ERROR: Cannot crunch. Shaders file does not exist.\n{0}'.format( shaders_file )
else:
print 'ERROR: Cannot crunch. Rule file does not exist.\n{0}'.format( filename )
return False
def pretty_xml( element ):
"""
Format xml to pretty xml
*Arguments:*
* ``element`` Top level xml element to prettify
*Keyword Arguments:*
* ``None``
*Returns:*
* ``string`` Prettyfied xml string
*Examples:* ::
Enter code examples here. (optional field)
*Todo:*
* Enter thing to do. (optional field)
*Author:*
* Randall Hess, 12/27/2013 2:30:46 PM
"""
temp_string = xml.etree.cElementTree.tostring( element ) # 'utf-8' )
parse_string = xml.dom.minidom.parseString( temp_string )
return parse_string.toprettyxml( indent = '\t' )
def get_shaders_from_xml( xml_file ):
"""
Get a list of shaders from the given xml file ( sr_shaders.xml )
*Arguments:*
* ``xml_file`` Shader xml file
*Returns:*
* ``list`` list of shader names
*Author:*
* Randall Hess, , 1/2/2014 5:42:31 PM
"""
if not os.path.lexists( xml_file ):
wx.MessageBox( 'Xml Shaders file is missing!\n' + xml_file, style = wx.OK, caption = 'Volition FBX Converter' )
return [ ], { }
shader_names = [ ]
material_elements = { }
try:
xml_doc = xml.etree.cElementTree.parse( xml_file )
except:
wx.MessageBox( 'Could not parse ' + xml_file, style = wx.OK, caption = 'Volition FBX Converter' )
return shader_names, { }
xml_root = xml_doc.getroot( )
table = xml_root.find( 'materials' )
materials = table.findall( 'material' )
for material in materials:
name = material.find( 'shader' )
shader_names.append( name.text )
material_elements[ name.text ] = material
shader_names.sort( )
return shader_names, material_elements
def write_crunch_rule( filename, resource_type, textures = None ):
"""
Write the rule to send to the cruncher
*Arguments:*
* ``filename`` List of source filename of the rule to create
* ``resource_type`` The type of resource to create a rule for
*Keyword Arguments:*
* ``None``
*Returns:*
* ``Value`` If any, enter a description for the return value here.
*Examples:* ::
Enter code examples here. (optional field)
*Todo:*
* Enter thing to do. (optional field)
*Author:*
* Randall Hess, 12/26/2013 3:16:36 PM
"""
resources = { '.matlibx' : 'material_library',
'.cmeshx' : 'character_mesh',
'.rigx' : 'rig',
'.peg' : 'texture_target',
'.texture' : 'texture',
'.smeshx' : 'static_mesh',
'.morphx' : 'morph' }
crunch_targets = { '.matlibx' : [ '.matlib_' ],
'.cmeshx' : [ '.ccmesh_', '.gcmesh_', '.morph_key_' ],
'.rigx' : [ '.rig_' ],
'.peg' : [ '.cpeg_', '.gpeg_' ],
'.texture' : [ '.cvbm_', '.gvbm_', '.acl_' ],
'.smeshx' : [ '.csmesh_', '.gsmesh_' ],
'.morphx' : [ '.cmorph_' ] }
crunch_names = { '.rigx' : 'rig_cruncher_wd_',
'.cmeshx' : 'mesh_crunch_wd_',
'.peg' : 'peg_assemble_wd_',
'.matlibx' : 'material_library_crunch_wd_',
'.texture' : 'texture_crunch_wd_',
'.smeshx' : 'mesh_crunch_wd_',
'.morphx' : 'morph_crunch_wd_' }
source_types = { '.peg' : [ '.cvbm_', '.gvbm_' ] }
# write rule header
platform = 'pc'
header = xml.etree.cElementTree.Element( 'ctg' )
in_platforms = xml.etree.cElementTree.SubElement( header, 'in_platforms' )
cur_platform = xml.etree.cElementTree.SubElement( in_platforms, 'platform' )
cur_platform.text = platform
base_name = None
base_no_ext = None
# make the outuput folder
crunch_path = os.path.join( os.path.dirname( filename ), 'output' )
if not os.path.lexists( crunch_path ):
os.mkdir( crunch_path )
if not resource_type == '.peg':
# write the source filename
source = xml.etree.cElementTree.SubElement( cur_platform, 'source' )
if resource_type == '.texture':
base_name = os.path.basename( textures )
source.text = os.path.join( os.path.dirname( filename ), base_name )
elif resource_type == '.morphx':
morph_key_name = os.path.basename( filename ).replace( '_pc.morphx', '.morph_key_pc' )
source.text = os.path.join( crunch_path, morph_key_name )
source1 = xml.etree.cElementTree.SubElement( cur_platform, 'source' )
base_name = os.path.basename( filename )
source1.text = filename
else:
base_name = os.path.basename( filename )
source.text = filename
base_no_ext = os.path.splitext( base_name )[ 0 ]
else:
# write texture source files into the peg rule
data_types = source_types[ resource_type ]
for texture in textures:
for data in data_types:
base_name = os.path.basename( texture )
base_no_ext = os.path.splitext( base_name )[ 0 ]
base_data_ext = base_no_ext + data + platform
source = xml.etree.cElementTree.SubElement( cur_platform, 'source' )
source.text = os.path.join( os.path.dirname( filename ), base_data_ext )
## TO-DO handle additional attrs.. ( texture_is_linear_color_space, normal_map )
# output target files
targets = crunch_targets[ resource_type ]
for target in targets:
temp_target = xml.etree.cElementTree.SubElement( cur_platform, 'target' )
if resource_type == '.peg':
base_name = os.path.basename( filename )
base_no_ext = os.path.splitext( base_name )[ 0 ]
target_filename = base_no_ext + target + platform
temp_target.text = os.path.join( crunch_path, target_filename )
else:
target_filename = base_no_ext + target + platform
if resource_type == '.texture':
temp_target.text = os.path.join( os.path.dirname( filename ), target_filename )
else:
temp_target.text = os.path.join( crunch_path, target_filename )
# make the log folder
log_path = os.path.join( os.path.dirname( filename ), 'logs' )
if not os.path.lexists( log_path ):
os.mkdir( log_path )
# handle texture or peg logs
if resource_type == '.texture' or resource_type == '.peg':