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- Indexing PAKs 100% [###############################]
- MP1 Root 100% [###############################]
- AudioGrp.pak 100% [###############################]
- ['CREATE', 'C:\\Users\\7imekeeper\\Downloads\\Bounty Hunter tri\\Bounty Hunter t
- ri\\mp1/MP1/GGuiSys/CMDL_EE035D01.blend', 'MESH', 'C:\\Users\\7IMEKE~1\\AppData\
- \Local\\Temp/hecl_startup.blend']
- Info: Total files 0 | Changed 0 | Failed 0
- Info: Total files 0 | Changed 0 | Failed 0
- Info: loaded 0 patches
- Info: loaded 0 patches
- ['PYBEGIN']
- EXEC import bpy
- EXEC import bmesh
- EXEC bpy.context.scene.name = 'CMDL_EE035D01'
- EXEC bpy.context.scene.hecl_mesh_obj = bpy.context.scene.name
- EXEC bpy.context.scene.render.engine = 'BLENDER_GAME'
- for ob in bpy.data.objects:
- if ob.type != 'LAMP':
- bpy.context.scene.objects.unlink(ob)
- bpy.data.objects.remove(ob)
- def loop_from_facevert(bm, face, vert_idx):
- for loop in face.loops:
- if loop.vert[bm.verts.layers.int['CMDLOriginalPosIdxs']] == vert_idx:
- return loop
- def add_triangle(bm, vert_seq, vert_indices, norm_seq, norm_indices, mat_nr, od_
- list):
- if len(set(vert_indices)) != 3:
- return None, None
- ret_mesh = bm
- vert_seq.ensure_lookup_table()
- verts = [vert_seq[i] for i in vert_indices]
- face = bm.faces.get(verts)
- if face is not None and face.material_index != mat_nr: # Same poly, new mate
- rial
- od_entry = None
- for entry in od_list:
- if entry['material'] == mat_nr:
- od_entry = entry
- if od_entry is None:
- bm_cpy = bm.copy()
- od_entry = {'material':mat_nr, 'bm':bm_cpy}
- bmesh.ops.delete(od_entry['bm'], geom=od_entry['bm'].faces, context=
- 3)
- od_list.append(od_entry)
- od_entry['bm'].verts.ensure_lookup_table()
- verts = [od_entry['bm'].verts[i] for i in vert_indices]
- face = od_entry['bm'].faces.get(verts)
- if face is None:
- face = od_entry['bm'].faces.new(verts)
- else: # Probably a double-sided surface
- face = face.copy()
- for i in range(3):
- face.verts[i].co = verts[i].co
- ret_mesh = od_entry['bm']
- elif face is not None: # Same material, probably double-sided
- face = face.copy()
- for i in range(3):
- face.verts[i].co = verts[i].co
- else:
- face = bm.faces.new(verts)
- for i in range(3):
- face.verts[i][ret_mesh.verts.layers.int['CMDLOriginalPosIdxs']] = vert_i
- ndices[i]
- face.loops[i][ret_mesh.loops.layers.int['CMDLOriginalNormIdxs']] = norm_
- indices[i]
- face.material_index = mat_nr
- face.smooth = True
- return face, ret_mesh
- def expand_lightmap_triangle(uva, uvb, uvc):
- result = ([uva[0],uva[1]], [uvb[0],uvb[1]], [uvc[0],uvc[1]])
- if uva == uvb:
- result[1][0] += 0.005
- if uva == uvc:
- result[2][1] -= 0.005
- return result
- with bpy.data.libraries.load('C:\Users\7imekeeper\Downloads\Bounty Hunter tri\Bo
- unty Hunter tri\mp1/.hecl/RetroMasterShader.blend', link=True, relative=True) as
- (data_from, data_to):
- data_to.node_groups = data_from.node_groups
- Traceback (most recent call last):
- File "<string>", line 2, in <module>
- File "C:\Users\7IMEKE~1\AppData\Local\Temp/hecl_blendershell.py", lin
- e 539, in <module>
- exec_compbuf(compbuf, globals)
- File "C:\Users\7IMEKE~1\AppData\Local\Temp/hecl_blendershell.
- py", line 187, in exec_compbuf
- co = compile(compbuf, '<HECL>', 'exec')
- File "<HECL>", line 56
- SyntaxError: (unicode error) 'unicodeescape' codec can't decode bytes in positio
- n 2-3: truncated \UXXXXXXXX escape
- [6.2286 INFO BlenderConnection] Deleted 'C:\Users\7imekeeper\Downloads\Bounty Hu
- nter tri\Bounty Hunter tri\mp1/MP1/GGuiSys/CMDL_EE035D01.blend'
- [6.2312 FATAL ERROR BlenderConnection] error sending 'bpy.types.Material.retro_d
- epth_sort = bpy.props.BoolProperty(name='Retro: Transparent Depth Sort')' to ble
- nder
- Blender quit
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