diff --git a/io_export_psx_tmesh.py b/io_export_psx_tmesh.py index 6643dcb..923af02 100644 --- a/io_export_psx_tmesh.py +++ b/io_export_psx_tmesh.py @@ -932,6 +932,7 @@ def linearToRGB(component): "\tMATRIX mat;\n" + "\tVECTOR pos;\n" + "\tSVECTOR rot;\n" + + "\tshort isProp;\n" + "\tshort isRigidBody;\n" + "\tshort isStaticBody;\n" + "\tshort isRound;\n" + @@ -1050,9 +1051,9 @@ def linearToRGB(component): ## Horizon & Ambient color # Get world horizon colors - BGr = str( round( linearToRGB( bpy.data.worlds[0].horizon_color.r ) * 255 ) ) - BGg = str( round( linearToRGB( bpy.data.worlds[0].horizon_color.g ) * 255) ) - BGb = str( round( linearToRGB( bpy.data.worlds[0].horizon_color.b ) * 255 ) ) + BGr = str( round( linearToRGB( bpy.data.worlds[0].horizon_color.r ) * 192 ) + 64 ) + BGg = str( round( linearToRGB( bpy.data.worlds[0].horizon_color.g ) * 192) + 64 ) + BGb = str( round( linearToRGB( bpy.data.worlds[0].horizon_color.b ) * 192 ) + 64 ) f.write( "CVECTOR " + fileName + "_BGc = { " + BGr + ", " + BGg + ", " + BGb + ", 0 };\n\n" @@ -1060,9 +1061,9 @@ def linearToRGB(component): level_symbols.append( "CVECTOR " + fileName + "_BGc" ) # Get ambient color - BKr = str( round( linearToRGB( bpy.data.worlds[0].ambient_color.r ) * 255 ) ) - BKg = str( round( linearToRGB( bpy.data.worlds[0].ambient_color.g ) * 255) ) - BKb = str( round( linearToRGB( bpy.data.worlds[0].ambient_color.b ) * 255 ) ) + BKr = str( round( linearToRGB( bpy.data.worlds[0].ambient_color.r ) * 192 ) + 64 ) + BKg = str( round( linearToRGB( bpy.data.worlds[0].ambient_color.g ) * 192 ) + 64 ) + BKb = str( round( linearToRGB( bpy.data.worlds[0].ambient_color.b ) * 192 ) + 64 ) f.write( "VECTOR " + fileName + "_BKc = { " + BKr + ", " + BKg + ", " + BKb + ", 0 };\n\n" @@ -1532,6 +1533,8 @@ def linearToRGB(component): 'isAnim':0, + 'isProp':0, + 'isRigidBody':0, 'isStaticBody':0, @@ -1680,33 +1683,6 @@ def linearToRGB(component): # Write object matrix, rot and pos vectors f.write( - - # ~ "MATRIX " + fileName + "_model"+cleanName+"_matrix = {0};\n" + - - # ~ "VECTOR " + fileName + "_model"+cleanName+"_pos = {"+ str(round(bpy.data.objects[m.name].location.x * scale)) + "," + str(round(-bpy.data.objects[m.name].location.z * scale)) + "," + str(round(bpy.data.objects[m.name].location.y * scale)) + ", 0};\n" + - - # ~ "SVECTOR " + fileName + "_model"+cleanName+"_rot = {"+ str(round(degrees(bpy.data.objects[m.name].rotation_euler.x)/360 * 4096)) + "," + str(round(degrees(-bpy.data.objects[m.name].rotation_euler.z)/360 * 4096)) + "," + str(round(degrees(bpy.data.objects[m.name].rotation_euler.y)/360 * 4096)) + "};\n" + - - # ~ "short " + fileName + "_model"+cleanName+"_isRigidBody = " + str(int(chkProp['isRigidBody'])) + ";\n" + - - # ~ "short " + fileName + "_model"+cleanName+"_isStaticBody = " + str(int(chkProp['isStaticBody'])) + ";\n" + - - # ~ "short " + fileName + "_model"+cleanName+"_isPrism = " + str(int(chkProp['isPrism'])) + ";\n" + - - # ~ "short " + fileName + "_model"+cleanName+"_isAnim = " + str(int(chkProp['isAnim'])) + ";\n" + - - # ~ "short " + fileName + "_model"+cleanName+"_isActor = " + str(int(chkProp['isActor'])) + ";\n" + - - # ~ "short " + fileName + "_model"+cleanName+"_isLevel = " + str(int(chkProp['isLevel'])) + ";\n" + - - # ~ "short " + fileName + "_model"+cleanName+"_isBG = " + str(int(chkProp['isBG'])) + ";\n" + - - # ~ "short " + fileName + "_model"+cleanName+"_isSprite = " + str(int(chkProp['isSprite'])) + ";\n" + - - # ~ "long " + fileName + "_model"+cleanName+"_p = 0;\n" + - - # ~ "long " + fileName + "_model"+cleanName+"_OTz = 0;\n" + - "BODY " + fileName + "_model"+cleanName+"_body = {\n" + "\t{0, 0, 0, 0},\n" + @@ -1909,6 +1885,8 @@ def linearToRGB(component): + str(round(degrees(bpy.data.objects[m.name].rotation_euler.y)/360 * 4096)) + ", 0},\n" + + "\t" + str( int( chkProp[ 'isProp' ] ) ) + ", // isProp\n" + + "\t" + str( int( chkProp[ 'isRigidBody' ] ) ) + ", // isRigidBody\n" + "\t" + str(int(chkProp['isStaticBody'])) + ", // isStaticBody\n" +