X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=__init__.py;h=c3dfacfda7c42633bc3fdbca514154b16c8f5709;hb=966e26e78d3da0b6136c95e418e2bb9ed491ad81;hp=4fc3eed6250ca5afcc3c616a86d83ed40d42ff64;hpb=1d4488d79917b6b47ae3f0d705486a5b873e8dea;p=convexer.git diff --git a/__init__.py b/__init__.py index 4fc3eed..c3dfacf 100644 --- a/__init__.py +++ b/__init__.py @@ -216,7 +216,8 @@ libcxr = None class cxr_edge(Structure): _fields_ = [("i0",c_int32), ("i1",c_int32), - ("freestyle",c_int32)] + ("freestyle",c_int32), + ("sharp",c_int32)] class cxr_static_loop(Structure): _fields_ = [("index",c_int32), @@ -327,6 +328,7 @@ def mesh_cxr_format(obj): edge_data[i].i0 = edge.vertices[0] edge_data[i].i1 = edge.vertices[1] edge_data[i].freestyle = edge.use_freestyle_mark + edge_data[i].sharp = edge.use_edge_sharp material_data = (cxr_material*len(obj.material_slots))() @@ -561,26 +563,31 @@ def ent_lights(context): kvs = cxr_baseclass([ent_origin],\ { "_distance": (0.0 if obj.data.cxr_data.realtime else -1.0), - "_light": [int(pow(obj.data.color[i],1.0/2.2)*255.0) for i in range(3)] +\ - [int(obj.data.energy * bpy.context.scene.cxr_data.light_scale)], "_lightHDR": '-1 -1 -1 1', "_lightscaleHDR": 1 }) - - if obj.data.type == 'SPOT': - kvs['_cone'] = obj.data.spot_size*(57.295779513/2.0) - kvs['_inner_cone'] = (1.0-obj.data.spot_blend)*kvs['_cone'] - # Blenders spotlights are -z forward + light_base = [(pow(obj.data.color[i],1.0/2.2)*255.0) for i in range(3)] +\ + [obj.data.energy * bpy.context.scene.cxr_data.light_scale] + + if obj.data.type == 'SPOT' or obj.data.type == 'SUN': + # Blenders directional lights are -z forward # Source is +x, however, it seems to use a completely different system. # Since we dont care about roll for spotlights, we just take the # pitch and yaw via trig _,mtx_rot,_ = obj.matrix_world.decompose() fwd = mtx_rot @ mathutils.Vector((0,0,-1)) + dir_pitch = math.asin(fwd[2]) * 57.295779513 + dir_yaw = math.atan2(fwd[1],fwd[0]) * 57.295779513 + + if obj.data.type == 'SPOT': + kvs['_light'] = [ int(x) for x in light_base ] + kvs['_cone'] = obj.data.spot_size*(57.295779513/2.0) + kvs['_inner_cone'] = (1.0-obj.data.spot_blend)*kvs['_cone'] - kvs['pitch'] = math.asin(fwd[2]) * 57.295779513 - kvs['angles'] = [ 0.0, math.atan2(fwd[1],fwd[0]) * 57.295779513, 0.0 ] + kvs['pitch'] = dir_pitch + kvs['angles'] = [ 0, dir_yaw, 0 ] kvs['_quadratic_attn'] = 0.0 # Source spotlights + quadratic falloff look # Really bad... # @@ -589,36 +596,79 @@ def ent_lights(context): kvs['_linear_attn'] = 1.0 elif obj.data.type == 'POINT': + kvs['_light'] = [ int(x) for x in light_base] kvs['_quadratic_attn'] = 1.0 kvs['_linear_attn'] = 0.0 elif obj.data.type == 'SUN': - pass # TODO + light_base[3] *= 300.0 * 5 + kvs['_light'] = [ int(x) for x in light_base ] + + ambient = bpy.context.scene.world.color + kvs['_ambient'] = [int(pow(ambient[i],1.0/2.2)*255.0) for i in range(3)] +\ + [80 * 5] + kvs['_ambientHDR'] = [-1,-1,-1,1] + kvs['_AmbientScaleHDR'] = 1 + kvs['pitch'] = dir_pitch + kvs['angles'] = [ dir_pitch, dir_yaw, 0.0 ] + kvs['SunSpreadAngle'] = 0 return kvs def ent_prop(context): - kvs = {} if isinstance( context['object'], bpy.types.Collection ): - kvs['angles'] = [0,180,0] - kvs['enablelightbounce'] = 1 - kvs['disableshadows'] = 0 - kvs['fademindist'] = -1 - kvs['fadescale'] = 1 - kvs['model'] = F"{asset_path('models',context['object'])}.mdl".lower() - kvs['renderamt'] = 255 - kvs['rendercolor'] = [255, 255, 255] - kvs['skin'] = 0 - kvs['solid'] = 6 - kvs['uniformscale'] = 1.0 - + kvs = {} + target = context['object'] pos = mathutils.Vector(context['origin']) pos += mathutils.Vector(context['transform']['offset']) kvs['origin'] = [pos[1],-pos[0],pos[2]] + kvs['angles'] = [0,180,0] + else: + kvs = cxr_baseclass([ent_origin],{}) + target = context['object'].instance_collection + + obj = context['object'] + euler = [ a*57.295779513 for a in obj.rotation_euler ] + angle = [0,0,0] + angle[0] = euler[1] + angle[1] = euler[2] + 180.0 # Dunno... + angle[2] = euler[0] + + kvs['angles'] = angle + + + kvs['enablelightbounce'] = 1 + kvs['disableshadows'] = 0 + kvs['fademindist'] = -1 + kvs['fadescale'] = 1 + kvs['model'] = F"{asset_path('models',target)}.mdl".lower() + kvs['renderamt'] = 255 + kvs['rendercolor'] = [255, 255, 255] + kvs['skin'] = 0 + kvs['solid'] = 6 + kvs['uniformscale'] = 1.0 return kvs +def ent_sky_camera(context): + settings = bpy.context.scene.cxr_data + scale = settings.scale_factor / settings.skybox_scale_factor + + kvs = { + "origin": [_ for _ in context['transform']['offset']], + "angles": [ 0, 0, 0 ], + "fogcolor": [255, 255, 255], + "fogcolor2": [255, 255, 255], + "fogdir": [1,0,0], + "fogend": 2000.0, + "fogmaxdensity": 1, + "fogstart": 500.0, + "HDRColorScale": 1.0, + "scale": scale + } + return kvs + def ent_cubemap(context): obj = context['object'] return cxr_baseclass([ent_origin], {"cubemapsize": obj.data.cxr_data.size}) @@ -697,7 +747,7 @@ def cxr_intrinsic_classname(obj): return { 'SPOT': "light_spot", 'POINT': "light", - 'SUN': "light_directional" }[ obj.data.type ] + 'SUN': "light_environment" }[ obj.data.type ] elif obj.type == 'LIGHT_PROBE': return "env_cubemap" @@ -952,6 +1002,12 @@ def cxr_scene_collect(): if 'skybox' in bpy.data.collections: _collect( bpy.data.collections['skybox'], transform_sky ) + sceneinfo['entities'] += [{ + "object": None, + "transform": transform_sky, + "classname": "sky_camera" + }] + return sceneinfo # Write VMF out to file (JOB HANDLER) @@ -966,7 +1022,7 @@ def cxr_export_vmf(sceneinfo, output_vmf): vmfinfo.mapversion = 4 #TODO: These need to be in options... - vmfinfo.skyname = b"sky_csgo_night02b" + vmfinfo.skyname = bpy.context.scene.cxr_data.skyname.encode('utf-8') vmfinfo.detailvbsp = b"detail.vbsp" vmfinfo.detailmaterial = b"detail/detailsprites" vmfinfo.lightmap_scale = 12 @@ -1025,7 +1081,9 @@ def cxr_export_vmf(sceneinfo, output_vmf): m.kv( kv[0], ' '.join([str(_) for _ in kv[2]]) ) else: m.kv( kv[0], str(kv[2]) ) - if not isinstance( obj, bpy.types.Collection ): + if obj == None: + pass + elif not isinstance( obj, bpy.types.Collection ): if obj.type == 'MESH': if not _buildsolid( ent ): cxr_batch_lines() @@ -1179,6 +1237,12 @@ def compile_material(mat): vmt.edon() return props +def cxr_modelsrc_vphys( mdl ): + for obj in mdl.objects: + if obj.name == F"{mdl.name}_phy": + return obj + return None + def cxr_export_modelsrc( mdl, origin, asset_dir, project_name, transform ): dgraph = bpy.context.evaluated_depsgraph_get() @@ -1439,6 +1503,17 @@ class CXR_DETECT_COMPILERS(bpy.types.Operator): return {'FINISHED'} +def cxr_compiler_path( compiler ): + settings = bpy.context.scene.cxr_data + subdir = settings.subdir + path = os.path.normpath(F'{subdir}/../bin/{compiler}.exe') + + if os.path.exists( path ): return path + else: return None + +def cxr_winepath( path ): + return 'z:'+path.replace('/','\\') + # Main compile function # class CXR_COMPILER_CHAIN(bpy.types.Operator): @@ -1559,178 +1634,245 @@ class CXR_COMPILER_CHAIN(bpy.types.Operator): static = _.__class__ wm = context.window_manager - if static.TIMER == None: - print("Launching compiler toolchain") + if static.TIMER != None: + print("Chain exiting...") + static.USER_EXIT=True + return {'RUNNING_MODAL'} - # Run static compilation units now (collect, vmt..) - filepath = bpy.data.filepath - directory = os.path.dirname(filepath) - settings = bpy.context.scene.cxr_data - - asset_dir = F"{directory}/modelsrc" - material_dir = F"{settings.subdir}/materials/{settings.project_name}" - model_dir = F"{settings.subdir}/models/{settings.project_name}" - output_vmf = F"{directory}/{settings.project_name}.vmf" - - os.makedirs( asset_dir, exist_ok=True ) - os.makedirs( material_dir, exist_ok=True ) - os.makedirs( model_dir, exist_ok=True ) - - static.FILE = open(F"/tmp/convexer_compile_log.txt","w") - static.LOG = [] + print("Launching compiler toolchain") + + # Run static compilation units now (collect, vmt..) + filepath = bpy.data.filepath + directory = os.path.dirname(filepath) + settings = bpy.context.scene.cxr_data - sceneinfo = cxr_scene_collect() - image_jobs = [] - qc_jobs = [] + asset_dir = F"{directory}/modelsrc" + material_dir = F"{settings.subdir}/materials/{settings.project_name}" + model_dir = F"{settings.subdir}/models/{settings.project_name}" + output_vmf = F"{directory}/{settings.project_name}.vmf" - # Collect materials - a_materials = set() - for brush in sceneinfo['geo']: - for ms in brush['object'].material_slots: + bsp_local = F"{directory}/{settings.project_name}.bsp" + bsp_remote = F"{settings.subdir}/maps/{settings.project_name}.bsp" + bsp_packed = F"{settings.subdir}/maps/{settings.project_name}_pack.bsp" + packlist = F"{directory}/{settings.project_name}_assets.txt" + + os.makedirs( asset_dir, exist_ok=True ) + os.makedirs( material_dir, exist_ok=True ) + os.makedirs( model_dir, exist_ok=True ) + + static.FILE = open(F"/tmp/convexer_compile_log.txt","w") + static.LOG = [] + + sceneinfo = cxr_scene_collect() + image_jobs = [] + qc_jobs = [] + + # Collect materials + a_materials = set() + for brush in sceneinfo['geo']: + for ms in brush['object'].material_slots: + a_materials.add( ms.material ) + if ms.material.cxr_data.shader == 'VertexLitGeneric': + errmat = ms.material.name + errnam = brush['object'].name + print( F"Vertex shader {errmat} used on {errnam}") + return {'CANCELLED'} + + a_models = set() + model_jobs = [] + for ent in sceneinfo['entities']: + if ent['object'] == None: continue + + if ent['classname'] == 'prop_static': + obj = ent['object'] + if isinstance(obj,bpy.types.Collection): + target = obj + a_models.add( target ) + model_jobs += [(target, ent['origin'], asset_dir, \ + settings.project_name, ent['transform'])] + else: + target = obj.instance_collection + if target in a_models: + continue + a_models.add( target ) + + # TODO: Should take into account collection instancing offset + model_jobs += [(target, [0,0,0], asset_dir, \ + settings.project_name, ent['transform'])] + + elif ent['object'].type == 'MESH': + for ms in ent['object'].material_slots: + a_materials.add( ms.material ) + + for mdl in a_models: + uid = asset_uid(mdl) + qc_jobs += [F'{uid}.qc'] + + for obj in mdl.objects: + for ms in obj.material_slots: a_materials.add( ms.material ) - if ms.material.cxr_data.shader == 'VertexLitGeneric': + if ms.material.cxr_data.shader == 'LightMappedGeneric' or \ + ms.material.cxr_data.shader == 'WorldVertexTransition': + errmat = ms.material.name - errnam = brush['object'].name - print( F"Vertex shader {errmat} used on {errnam}") + errnam = obj.name + print( F"Lightmapped shader {errmat} used on {errnam}") return {'CANCELLED'} - - for ent in sceneinfo['entities']: - if isinstance(ent['object'],bpy.types.Collection): continue + + # Collect images + for mat in a_materials: + for pair in compile_material(mat): + decl = pair[0] + pdef = pair[1] + prop = pair[2] + + if isinstance(prop,bpy.types.Image): + flags = 0 + if 'flags' in pdef: flags = pdef['flags'] + if prop not in image_jobs: + image_jobs += [(prop,)] + prop.cxr_data.flags = flags + + # Create packlist + with open( packlist, "w" ) as fp: - if ent['object'].type == 'MESH': - for ms in ent['object'].material_slots: - a_materials.add( ms.material ) - - # TODO.. this should just be in the entity loop - for hero in sceneinfo['heros']: - uid = asset_uid(hero['collection']) - qc_jobs += [F'{uid}.qc'] - for obj in hero['collection'].objects: - for ms in obj.material_slots: - a_materials.add( ms.material ) - if ms.material.cxr_data.shader == 'LightMappedGeneric' or \ - ms.material.cxr_data.shader == 'WorldVertexTransition': - - errmat = ms.material.name - errnam = obj.name - print( F"Lightmapped shader {errmat} used on {errnam}") - return {'CANCELLED'} - - # Collect images for mat in a_materials: - for pair in compile_material(mat): - decl = pair[0] - pdef = pair[1] - prop = pair[2] - - if isinstance(prop,bpy.types.Image): - flags = 0 - if 'flags' in pdef: flags = pdef['flags'] - if prop not in image_jobs: - image_jobs += [(prop,)] - prop.cxr_data.flags = flags - - # Convexer jobs - static.JOBID = 0 - static.JOBINFO = [] - - if settings.comp_vmf: - static.JOBINFO += [{ - "title": "Convexer", - "w": 20, - "colour": (1.0,0.3,0.1,1.0), - "exec": cxr_export_vmf, - "jobs": [(sceneinfo,output_vmf)] - }] - - if settings.comp_textures: - if len(image_jobs) > 0: - static.JOBINFO += [{ - "title": "Textures", - "w": 40, - "colour": (0.1,1.0,0.3,1.0), - "exec": compile_image, - "jobs": image_jobs - }] - - game = 'z:'+settings.subdir.replace('/','\\') - args = [ \ - '-game', game, settings.project_name - ] - - # FBX stage - if settings.comp_models: - if len(sceneinfo['heros']) > 0: - static.JOBINFO += [{ - "title": "Batches", - "w": 25, - "colour": (0.5,0.5,1.0,1.0), - "exec": cxr_export_modelsrc, - "jobs": [(h['collection'], h['origin'], asset_dir, \ - settings.project_name, h['transform']) for h in \ - sceneinfo['heros']] - }] - - if len(qc_jobs) > 0: - static.JOBINFO += [{ - "title": "StudioMDL", - "w": 20, - "colour": (0.8,0.1,0.1,1.0), - "exec": "studiomdl", - "jobs": [[settings[F'exe_studiomdl']] + [\ - '-nop4', '-game', game, qc] for qc in qc_jobs], - "cwd": asset_dir - }] - - # VBSP stage - if settings.comp_compile: + if mat.cxr_data.shader == 'Builtin': continue + fp.write(F"{asset_path('materials',mat)}.vmt\n") + fp.write(F"{cxr_winepath(asset_full_path('materials',mat))}.vmt\n") + + for img_job in image_jobs: + img = img_job[0] + fp.write(F"{asset_path('materials',img)}.vtf\n") + fp.write(F"{cxr_winepath(asset_full_path('materials',img))}.vtf\n") + + for mdl in a_models: + local = asset_path('models',mdl) + winep = cxr_winepath(asset_full_path('models',mdl)) + + fp.write(F"{local}.vvd\n") + fp.write(F"{winep}.vvd\n") + fp.write(F"{local}.dx90.vtx\n") + fp.write(F"{winep}.dx90.vtx\n") + fp.write(F"{local}.mdl\n") + fp.write(F"{winep}.mdl\n") + fp.write(F"{local}.vvd\n") + fp.write(F"{winep}.vvd\n") + + if cxr_modelsrc_vphys(mdl): + fp.write(F"{local}.phy\n") + fp.write(F"{winep}.phy\n") + + # Convexer jobs + static.JOBID = 0 + static.JOBINFO = [] + + if settings.comp_vmf: + static.JOBINFO += [{ + "title": "Convexer", + "w": 20, + "colour": (1.0,0.3,0.1,1.0), + "exec": cxr_export_vmf, + "jobs": [(sceneinfo,output_vmf)] + }] + + if settings.comp_textures: + if len(image_jobs) > 0: static.JOBINFO += [{ - "title": "VBSP", - "w": 25, - "colour": (0.1,0.2,1.0,1.0), - "exec": "vbsp", - "jobs": [[settings[F'exe_vbsp']] + args], - "cwd": directory + "title": "Textures", + "w": 40, + "colour": (0.1,1.0,0.3,1.0), + "exec": compile_image, + "jobs": image_jobs }] - + + game = cxr_winepath( settings.subdir ) + args = [ \ + '-game', game, settings.project_name + ] + + # FBX stage + if settings.comp_models: + if len(model_jobs) > 0: static.JOBINFO += [{ - "title": "VVIS", + "title": "Batches", "w": 25, - "colour": (0.9,0.5,0.5,1.0), - "exec": "vvis", - "jobs": [[settings[F'exe_vvis']] + ['-fast'] + args ], - "cwd": directory + "colour": (0.5,0.5,1.0,1.0), + "exec": cxr_export_modelsrc, + "jobs": model_jobs }] - - vrad_opt = settings.opt_vrad.split() + + if len(qc_jobs) > 0: static.JOBINFO += [{ - "title": "VRAD", - "w": 25, - "colour": (0.9,0.2,0.3,1.0), - "exec": "vrad", - "jobs": [[settings[F'exe_vrad']] + vrad_opt + args ], - "cwd": directory + "title": "StudioMDL", + "w": 20, + "colour": (0.8,0.1,0.1,1.0), + "exec": "studiomdl", + "jobs": [[settings[F'exe_studiomdl']] + [\ + '-nop4', '-game', game, qc] for qc in qc_jobs], + "cwd": asset_dir }] - static.JOBINFO += [{ - "title": "CXR", - "w": 5, - "colour": (0.0,1.0,0.4,1.0), - "exec": cxr_patchmap, - "jobs": [(F"{directory}/{settings.project_name}.bsp",\ - F"{settings.subdir}/maps/{settings.project_name}.bsp")] - }] + # VBSP stage + if settings.comp_compile: + static.JOBINFO += [{ + "title": "VBSP", + "w": 25, + "colour": (0.1,0.2,1.0,1.0), + "exec": "vbsp", + "jobs": [[settings[F'exe_vbsp']] + args], + "cwd": directory + }] + + static.JOBINFO += [{ + "title": "VVIS", + "w": 25, + "colour": (0.9,0.5,0.5,1.0), + "exec": "vvis", + "jobs": [[settings[F'exe_vvis']] + ['-fast'] + args ], + "cwd": directory + }] + + vrad_opt = settings.opt_vrad.split() + static.JOBINFO += [{ + "title": "VRAD", + "w": 25, + "colour": (0.9,0.2,0.3,1.0), + "exec": "vrad", + "jobs": [[settings[F'exe_vrad']] + vrad_opt + args ], + "cwd": directory + }] - static.USER_EXIT=False - static.TIMER=wm.event_timer_add(0.1,window=context.window) - wm.modal_handler_add(_) + static.JOBINFO += [{ + "title": "CXR", + "w": 5, + "colour": (0.0,1.0,0.4,1.0), + "exec": cxr_patchmap, + "jobs": [(bsp_local,bsp_remote)] + }] - cxr_jobs_update_graph( static.JOBINFO ) - scene_redraw() - return {'RUNNING_MODAL'} + if settings.comp_pack: + static.JOBINFO += [{ + "title": "Pack", + "w": 5, + "colour": (0.2,0.2,0.2,1.0), + "exec": "bspzip", + "jobs": [[cxr_compiler_path("bspzip"), '-addlist', \ + cxr_winepath(bsp_remote), + cxr_winepath(packlist), + cxr_winepath(bsp_packed) ]], + "cwd": directory + }] + + if len(static.JOBINFO) == 0: + return {'CANCELLED'} + + static.USER_EXIT=False + static.TIMER=wm.event_timer_add(0.1,window=context.window) + wm.modal_handler_add(_) - print("Chain exiting...") - static.USER_EXIT=True + cxr_jobs_update_graph( static.JOBINFO ) + scene_redraw() return {'RUNNING_MODAL'} class CXR_RESET_HASHES(bpy.types.Operator): @@ -1748,6 +1890,40 @@ class CXR_RESET_HASHES(bpy.types.Operator): return {'FINISHED'} +class CXR_COMPILE_MATERIAL(bpy.types.Operator): + bl_idname="convexer.matcomp" + bl_label="Recompile Material" + + def execute(_,context): + active_obj = bpy.context.active_object + active_mat = active_obj.active_material + + #TODO: reduce code dupe (L1663) + for pair in compile_material(active_mat): + decl = pair[0] + pdef = pair[1] + prop = pair[2] + + if isinstance(prop,bpy.types.Image): + flags = 0 + if 'flags' in pdef: flags = pdef['flags'] + prop.cxr_data.flags = flags + + compile_image( prop ) + + settings = bpy.context.scene.cxr_data + with open(F'{settings.subdir}/cfg/convexer_mat_update.cfg','w') as o: + o.write(F'mat_reloadmaterial {asset_name(active_mat)}') + + # TODO: Move this + with open(F'{settings.subdir}/cfg/convexer.cfg','w') as o: + o.write('sv_cheats 1\n') + o.write('mp_warmup_pausetimer 1\n') + o.write('bot_kick\n') + o.write('alias cxr_reload "exec convexer_mat_update"\n') + + return {'FINISHED'} + # Convexer panels # ------------------------------------------------------------------------------ @@ -1793,6 +1969,8 @@ class CXR_INTERFACE(bpy.types.Panel): _.layout.prop(settings, "debug") _.layout.prop(settings, "scale_factor") + _.layout.prop(settings, "skybox_scale_factor") + _.layout.prop(settings, "skyname" ) _.layout.prop(settings, "lightmap_scale") _.layout.prop(settings, "light_scale" ) _.layout.prop(settings, "image_quality" ) @@ -1816,6 +1994,7 @@ class CXR_INTERFACE(bpy.types.Panel): row.prop(settings,"comp_textures") row.prop(settings,"comp_models") row.prop(settings,"comp_compile") + row.prop(settings,"comp_pack") text = "Compile" if CXR_COMPILER_CHAIN.TIMER == None else "Cancel" row = box.row() @@ -1841,10 +2020,11 @@ class CXR_MATERIAL_PANEL(bpy.types.Panel): info = material_info( active_material ) _.layout.label(text=F"{info['name']} @{info['res'][0]}x{info['res'][1]}") - _.layout.prop( properties, "shader" ) + row = _.layout.row() + row.prop( properties, "shader" ) + row.operator( "convexer.matcomp" ) - for xk in info: - _.layout.label(text=F"{xk}:={info[xk]}") + #for xk in info: _.layout.label(text=F"{xk}:={info[xk]}") def _mtex( name, img, uiParent ): nonlocal properties @@ -2108,14 +2288,15 @@ class CXR_SCENE_SETTINGS(bpy.types.PropertyGroup): exe_vvis: bpy.props.StringProperty( name="vvis" ) opt_vvis: bpy.props.StringProperty( name="args" ) exe_vrad: bpy.props.StringProperty( name="vrad" ) - opt_vrad: bpy.props.StringProperty( name="args" ) + opt_vrad: bpy.props.StringProperty( name="args", \ + default="-reflectivityScale 0.35 -aoscale 1.4 -final -textureshadows -hdr -StaticPropLighting -StaticPropPolys" ) debug: bpy.props.BoolProperty(name="Debug",default=False) scale_factor: bpy.props.FloatProperty( name="VMF Scale factor", \ default=32.0,min=1.0) skybox_scale_factor: bpy.props.FloatProperty( name="Sky Scale factor", \ default=1.0,min=0.01) - + skyname: bpy.props.StringProperty(name="Skyname",default="sky_csgo_night02b") skybox_offset: bpy.props.FloatProperty(name="Sky offset",default=-4096.0) light_scale: bpy.props.FloatProperty(name="Light Scale",default=1.0/5.0) include_names: bpy.props.BoolProperty(name="Append original file names",\ @@ -2129,13 +2310,15 @@ class CXR_SCENE_SETTINGS(bpy.types.PropertyGroup): comp_models: bpy.props.BoolProperty(name="Models",default=True) comp_textures: bpy.props.BoolProperty(name="Textures",default=True) comp_compile: bpy.props.BoolProperty(name="Compile",default=True) + comp_pack: bpy.props.BoolProperty(name="Pack",default=False) classes = [ CXR_RELOAD, CXR_DEV_OPERATOR, CXR_INTERFACE, \ CXR_MATERIAL_PANEL, CXR_IMAGE_SETTINGS,\ CXR_MODEL_SETTINGS, CXR_ENTITY_SETTINGS, CXR_CUBEMAP_SETTINGS,\ CXR_LIGHT_SETTINGS, CXR_SCENE_SETTINGS, CXR_DETECT_COMPILERS,\ CXR_ENTITY_PANEL, CXR_LIGHT_PANEL, CXR_PREVIEW_OPERATOR,\ - CXR_VIEW3D, CXR_COMPILER_CHAIN, CXR_RESET_HASHES ] + CXR_VIEW3D, CXR_COMPILER_CHAIN, CXR_RESET_HASHES,\ + CXR_COMPILE_MATERIAL] vmt_param_dynamic_class = None