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get_brushes_with_selected_material.py
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# finds any object and adds them to the map using the currently selected objects material
import os
from better_cry import Level
import general
from cry_utils.add_cgfs_to_map import add_cgfs
from chunkfile.chunk import DataReader
from chunkfile.mtl_name_chunk import MtlNameChunk
from find_dws_models import get_all_damn_cgfs
from chunkfile import load_chunk_file
def create_mtl_filepath(mtl_name, cgf_path):
return os.path.join(os.path.dirname(os.path.abspath(cgf_path)), mtl_name + ".mtl")
def add_game_root_to_path(path):
return os.path.join(general.get_game_folder(), path + ".mtl").lower()
def find_brushes_with_material(material):
cgfs = get_all_damn_cgfs("D:\perforce\dev\GameSDK\Objects", "*.cgf")
matching_cgfs = []
for cgf in cgfs:
loaded_chunkfile = load_chunk_file(cgf)
for chunk, pos in loaded_chunkfile.iter_chunks():
if type(chunk) is MtlNameChunk:
reader = DataReader(chunk.data)
header = chunk.read_header_802(reader)
mtl_name = create_mtl_filepath(
header.find_field("name").value.split("\0")[0], cgf
).lower()
if mtl_name == material:
matching_cgfs.append(cgf)
return matching_cgfs
def main():
level = Level()
selected = level.selected
if len(selected) == 0:
general.message_box_ok("Please Select a mesh")
return
material = add_game_root_to_path(level.selected[0].material)
brushes = find_brushes_with_material(material)
print(add_cgfs(brushes))
if __name__ == "__main__":
main()