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__init__.py
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__init__.py
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# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful, but
# WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTIBILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
bl_info = {
"name" : "GTA V Model importer",
"author" : "Lendo Keilbaum",
"description" : "Import GTA V models (.odr, .odd)",
"location": "File > Import",
"blender" : (2, 80, 0),
"version" : (1, 0, 0),
"location" : "",
"warning" : "Not for commercial use!",
"category" : "Import"
}
if "bpy" in locals():
import importlib
if "importer" in locals():
importlib.reload(importer)
else:
from . import importer
import bpy
import os
from bpy.props import (
BoolProperty,
EnumProperty,
FloatProperty,
StringProperty,
)
from bpy_extras.io_utils import (
ImportHelper,
ExportHelper,
axis_conversion,
)
class ImportGTA(bpy.types.Operator, ImportHelper):
bl_idname = "import_scene.gta"
bl_label = 'Import mesh'
bl_options = {'UNDO'}
filename_ext = [".odr", ".odd"]
filter_glob: StringProperty(
default="*.odr;*.odd",
options={'HIDDEN'}
)
import_armature: EnumProperty(
name="import armature",
description="Auto will use existing armature or create new one. Selecting the armature before importing the mesh, can solve name conflicts.",
items=[
("no", "no", "no armature", 1),
("create", "create", "force armature creation", 2),
("auto", "auto", "armature can be reused", 3),
],
default="auto",
options=set()
)
create_materials: EnumProperty(
name="create materials",
description="Auto will use existing material or create new one.",
items=[
("no", "no", "no materials", 1),
("create", "create", "force material creation", 2),
("auto", "auto", "materials can be reused", 3),
],
default="auto",
options=set()
)
texture_format: EnumProperty(
name="texture format",
description="choose format of the textures",
items=[
(".dds", ".dds", ".dds", 1),
(".png", ".png", ".png", 2),
(".bmp", ".bmp", ".bmp", 3),
(".jpeg", ".jpeg", ".jpeg", 4),
],
default=".dds",
options=set()
)
LOD: EnumProperty(
name="LOD",
description="If LOD does not exist, closest match will be loaded",
items=[
("High", "High", "High", 1),
("Med", "Med", "Med", 2),
("Low", "Low", "Low", 3),
("Vlow", "Vlow", "Vlow", 4),
],
default="High",
options=set()
)
def execute(self, context):
keywords = self.as_keywords()
keywords["name"] = os.path.basename(keywords["filepath"]).split(".")[0]
keywords["file_extension"] = os.path.basename(keywords["filepath"]).split(".")[1]
keywords["folder"] = os.path.dirname(keywords["filepath"])
return importer.load(self, context, **keywords)
# Add to a menu
def menu_func_import(self, context):
self.layout.operator(ImportGTA.bl_idname, text="GTA V Model (.odr/.odd)")
def register():
bpy.utils.register_class(ImportGTA)
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
def unregister():
bpy.utils.unregister_class(ImportGTA)
bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
if __name__ == "__main__":
register()