class MOWDEF_NODE_EXTENSION(MOWDEF_NODE):
	def __init__(self, parent):
		self.mdl = None
		super(MOWDEF_NODE_EXTENSION, self).__init__(parent)

	def blender_get_root_object(self):
		if self.mdl:
			return self.mdl.blender_get_root_object()
		return None

	def load_data(self):
		super(MOWDEF_NODE_EXTENSION, self).load_data()

		from mowdef_node_root import MOWDEF_NODE_ROOT

		filename = None

		# Get the name of the MDL file
		filename = self.data.split()[1][1:-1]

		# Build a complete filepath to the .MDL file
		filename = self.path + filename

		print(type(self).__name__ + " Loading file " + filename)

		try:
			# Create an MDL object and load the MDL file
			self.mdl = MDL(filename)
		except:
			print(sys.exc_info()[0])

	def build_blender_scene(self, blender_context, use_animations):
		if self.mdl:
			self.mdl.build_blender_scene(blender_context, use_animations)
Esempio n. 2
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class MOWDEF_NODE_EXTENSION(MOWDEF_NODE):
    def __init__(self, parent):
        self.mdl = None
        super(MOWDEF_NODE_EXTENSION, self).__init__(parent)

    def blender_get_root_object(self):
        if self.mdl:
            return self.mdl.blender_get_root_object()
        return None

    def load_data(self):
        super(MOWDEF_NODE_EXTENSION, self).load_data()

        from mowdef_node_root import MOWDEF_NODE_ROOT

        filename = None

        # Get the name of the MDL file
        filename = self.data.split()[1][1:-1]

        # Build a complete filepath to the .MDL file
        filename = self.path + filename

        print(type(self).__name__ + " Loading file " + filename)

        try:
            # Create an MDL object and load the MDL file
            self.mdl = MDL(filename)
        except:
            print(sys.exc_info()[0])

    def build_blender_scene(self, blender_context, use_animations):
        if self.mdl:
            self.mdl.build_blender_scene(blender_context, use_animations)
def load(operator, context, **keywords):
    time_main = time.time()

    filepath = keywords['filepath']

	# Get rid of all existing objects in the scene
    for obj in bpy.context.scene.objects:
        obj.select = obj.type == 'MESH' or obj.type == 'EMPTY'
    bpy.ops.object.delete()

    # Process MDL file
    if filepath != None and os.path.splitext(filepath)[1][1:].strip() == "mdl":
        mdl = MDL(filepath)
        mdl.build_blender_scene(context, keywords['use_animations'])
        mdl.print_type()
    # Process DEF file
    elif filepath != None and os.path.splitext(filepath)[1][1:].strip() == "def":
        mowdef = MOWDEF(filepath)
        mowdef.build_blender_scene(context, keywords['use_animations'])
        mowdef.print_type()
    else:
        print("No .DEF file found")

    time_new = time.time()

    print("finished importing: %r in %.4f sec." % (filepath, (time_new - time_main)))
    return {'FINISHED'}
Esempio n. 4
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def fix_skins(courier_model, flying_courier_model):
    skins = [
        courier_model,
        flying_courier_model,
        "models/heroes/bounty_hunter/bounty_hunter.mdl",
        "models/heroes/lina/lina.mdl",
        "models/heroes/legion_commander/legion_commander.mdl",
        "models/heroes/tiny_01/tiny_01.mdl",
        "models/heroes/tiny_02/tiny_02.mdl",
        "models/heroes/tiny_03/tiny_03.mdl",
        "models/heroes/tiny_04/tiny_04.mdl",
        ]
    for model in skins:
        m = MDL()
        with open(dota_file(model), "rb") as s:
            m.unpack(s)
        assert m["numskinfamilies"] != 1, (model, m["numskinfamilies"])
        for i in range(1, m["numskinfamilies"].data):
            m["skin"].field[i].data = m["skin"].field[0].data
        copy(model, model)
        if nohats_dir is None:
            continue
        with open(nohats_file(model), "r+b") as s:
            s.seek(m["skinindex"].data)
            m["skin"].field.pack(s)
Esempio n. 5
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def fix_animations(d, visuals, npc_heroes):
    ignored = ["ACT_DOTA_STATUE_SEQUENCE", "ACT_DOTA_STAUTE_SEQUENCE"]

    item_activity_modifiers = set()

    activity_visuals, visuals = filtersplit(visuals, isvisualtype("activity"))
    for id, key, visual in activity_visuals:
        asset, modifier = assetmodifier1(visual)
        item_activity_modifiers.add(modifier)

    for k, v in npc_heroes["DOTAHeroes"]:
        if k == "Version":
            continue
        model = v["Model"]
        if not exists(source_file(model)):
            continue

        model_parsed = MDL()
        with open(source_file(model), "rb") as s:
            model_parsed.unpack(s)

        sequence_dict = OrderedDict()
        for sequence in model_parsed["localsequence"]:
            assert sequence["unused"].data == (0, 0, 0, 0, 0), sequence["unused"].data
            activity_name = sequence["activitynameindex"].data[1]
            activity_modifiers = frozenset(am["szindex"].data[1] for am in sequence["activitymodifier"])
            sequence_dict.setdefault((activity_name, activity_modifiers), sequence)

        copied = False
        for (activity_name, activity_modifiers), sequence in sequence_dict.items():
            if activity_name not in ignored and activity_modifiers & item_activity_modifiers:
                if not copied:
                    copy_model_always(model, model)
                    copied = True
                orig_activity_modifiers = activity_modifiers - item_activity_modifiers
                orig_seq = sequence_dict.get((activity_name, orig_activity_modifiers))
                if orig_seq is None:
                    orig_seq = sequence_dict.get((activity_name, frozenset()))
                idle_acts = ["ACT_DOTA_IDLE_RARE", "ACT_DOTA_VICTORY", "ACT_DOTA_TELEPORT", "ACT_DOTA_TELEPORT_END", "ACT_DOTA_SPAWN", "ACT_DOTA_KILLTAUNT", "ACT_DOTA_TAUNT", "ACT_DOTA_LOADOUT"]
                if orig_seq is None and activity_name in idle_acts:
                    orig_seq = sequence_dict.get(("ACT_DOTA_IDLE", orig_activity_modifiers))
                if orig_seq is None and activity_name in ["ACT_DOTA_MOMENT_OF_COURAGE"]:
                    orig_seq = sequence_dict.get(("ACT_DOTA_CAST_ABILITY_3", orig_activity_modifiers))
                if orig_seq is None and activity_name in ["ACT_DOTA_ATTACK_PARTICLE", "ACT_DOTA_ATTACK_EVENT_BASH"]:
                    orig_seq = sequence_dict.get(("ACT_DOTA_ATTACK", orig_activity_modifiers))
                assert orig_seq is not None, (activity_name, orig_activity_modifiers)
                print("Replace sequence {} with {}".format(sequence["labelindex"].data[1], orig_seq and orig_seq["labelindex"].data[1]))
                if nohats_dir is None:
                    continue
                with open(nohats_file(model), "r+b") as s:
                    new_seq = LocalSequence()
                    new_seq.data = orig_seq.data
                    new_seq["labelindex"].data = sequence["labelindex"].data
                    new_seq["activitynameindex"].data = sequence["activitynameindex"].data
                    new_seq["numactivitymodifier"].data = sequence["numactivitymodifier"].data
                    new_seq["activitymodifierindex"].data = sequence["activitymodifierindex"].data
                    s.seek(sequence["base"].data)
                    new_seq.pack(s)
    return visuals
Esempio n. 6
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def main():
    (
        _,
        filename,
    ) = argv
    m = MDL()
    with open(filename, "rb") as s:
        m.unpack(s)
    print(m["keyvalue"].data)
Esempio n. 7
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def fix_item_model(item, default_item):
    if default_item is not None:
        copy_model(default_item["model_player"], item["model_player"])
        if has_alternate_skins(item):
            m = MDL()
            with open(dota_file(default_item["model_player"]), "rb") as s:
                m.unpack(s)
            if m["numskinfamilies"].data != 1:
                print("Warning: model '{}' has '{}' skin families, need to fix '{}'".format(default_item["model_player"], m["numskinfamilies"].data, item["model_player"]), file=stderr)
    else:
        copy_model("models/development/invisiblebox.mdl", item["model_player"])
Esempio n. 8
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def fix_animations(d, visuals, npc_heroes):
    ignored = ["ACT_DOTA_TAUNT", "ACT_DOTA_LOADOUT"]

    item_activities = set()

    activity_visuals, visuals = filtersplit(visuals, isvisualtype("activity"))
    for id, key, visual in activity_visuals:
        asset, modifier = assetmodifier1(visual)
        item_activities.add(modifier)

    for id, gem in d["items_game"]["anim_modifiers"]:
        modifier = gem["name"]
        item_activities.add(modifier)

    for k, v in npc_heroes["DOTAHeroes"]:
        if k == "Version":
            continue
        model = v["Model"]
        if not exists(dota_file(model)):
            continue

        mung_offsets = set()
        mung_sequence_names = set()
        model_parsed = MDL()
        with open(dota_file(model), "rb") as s:
            model_parsed.unpack(s)
        for sequence in model_parsed.data["localsequence"]:
            if sequence["activitynameindex"][1] in ignored:
                continue
            for activitymodifier in sequence["activitymodifier"]:
                if activitymodifier["szindex"][1] in item_activities:
                    mung_offsets.add(activitymodifier["szindex"][0])
                    mung_sequence_names.add(sequence["labelindex"][1])

        if not mung_offsets:
            continue

        copy(model, model)
        for mung_sequence_name in sorted(list(mung_sequence_names)):
            print("Munging sequence '{}'".format(mung_sequence_name))
        if nohats_dir is None:
            continue
        with open(nohats_file(model), "r+b") as s:
            for offset in mung_offsets:
                s.seek(offset)
                assert s.read(1) not in [b"X", b""]
                s.seek(offset)
                s.write(b"X")

    return visuals
Esempio n. 9
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def model_set_kv(s, kv):
    m = MDL()
    m.unpack(s)

    s.seek(0, SEEK_END)

    b = kv.encode("ascii") + b"\0"

    print(kv)
    print(s.tell())
    print(len(b))

    m["keyvalueindex"].data = s.tell()
    m["keyvaluesize"].data = len(b)

    s.write(b)
    s.seek(0)
    m.pack(s)
Esempio n. 10
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    def load_data(self):
        super(MOWDEF_NODE_EXTENSION, self).load_data()

        from mowdef_node_root import MOWDEF_NODE_ROOT

        filename = None

        # Get the name of the MDL file
        filename = self.data.split()[1][1:-1]

        # Build a complete filepath to the .MDL file
        filename = self.path + filename

        print(type(self).__name__ + " Loading file " + filename)

        try:
            # Create an MDL object and load the MDL file
            self.mdl = MDL(filename)
        except:
            print(sys.exc_info()[0])
Esempio n. 11
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def load(operator, context, **keywords):
    time_main = time.time()

    filepath = keywords['filepath']

    # Get rid of all existing objects in the scene
    for obj in bpy.context.scene.objects:
        obj.select = obj.type == 'MESH' or obj.type == 'EMPTY'
    bpy.ops.object.delete()

    # Process MDL file
    if filepath != None and os.path.splitext(filepath)[1][1:].strip() == "mdl":
        mdl = MDL(filepath)
        mdl.build_blender_scene(context, keywords['use_animations'])
        mdl.print_type()
    # Process DEF file
    elif filepath != None and os.path.splitext(
            filepath)[1][1:].strip() == "def":
        mowdef = MOWDEF(filepath)
        mowdef.build_blender_scene(context, keywords['use_animations'])
        mowdef.print_type()
    else:
        print("No .DEF file found")

    time_new = time.time()

    print("finished importing: %r in %.4f sec." % (filepath,
                                                   (time_new - time_main)))
    return {'FINISHED'}
Esempio n. 12
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def fix_base_models(visuals, heroes):
    # fix hero base model overrides (TB arcana)
    entity_model_visuals, visuals = filtersplit(visuals, isvisualtype("base_model"))
    for asset, modifier in assetmodifier(entity_model_visuals):
        asset_model = heroes["DOTAHeroes"][asset]["Model"]
        copy_model(asset_model, modifier)
        # special case to fix mismatched activities
        if modifier == "models/heroes/crystal_maiden/crystal_maiden_arcana.mdl":
            print("Applying activity fix to crystal_maiden_arcana.mdl")
            f = nohats_file(modifier)
            m = MDL()
            with open(f, "rb") as s:
                m.unpack(s)
            for seq in m["localsequence"]:
                if seq["labelindex"].data[1] == "cm_attack2" and seq["activitynameindex"].data[1] == "ACT_DOTA_ATTACK" and len(seq["activitymodifier"]) == 0:
                    sequence = seq
                    break
            else:
                assert False, "Can't find sequence to edit"
            with open(f, "r+b") as s:
                s.seek(0, SEEK_END)
                o = s.tell()
                s.write(b"ACT_DOTA_ATTACK2\0")
                while s.tell() % 4 != 0:
                    s.write(b"\0")
                total_size = s.tell()

                sequence["activitynameindex"].data = [o, "ACT_DOTA_ATTACK2"]
                s.seek(sequence["base"].data)
                sequence.pack(s)

                m["datalength"].data = total_size
                s.seek(0)
                m.pack(s)

    return visuals
	def load_data(self):
		super(MOWDEF_NODE_EXTENSION, self).load_data()

		from mowdef_node_root import MOWDEF_NODE_ROOT

		filename = None

		# Get the name of the MDL file
		filename = self.data.split()[1][1:-1]

		# Build a complete filepath to the .MDL file
		filename = self.path + filename

		print(type(self).__name__ + " Loading file " + filename)

		try:
			# Create an MDL object and load the MDL file
			self.mdl = MDL(filename)
		except:
			print(sys.exc_info()[0])
Esempio n. 14
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def model_set_kv(s, kv):
    m = MDL()
    m.unpack(s)

    s.seek(0, SEEK_END)

    b = kv.encode("ascii") + b"\0"

    print(kv)
    print(s.tell())
    print(len(b))

    m["keyvalueindex"].data = s.tell()
    m["keyvaluesize"].data = len(b)

    s.write(b)
    s.seek(0)
    m.pack(s)
Esempio n. 15
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def main():
    (_, filename,) = argv
    m = MDL()
    with open(filename, "rb") as s:
        m.unpack(s)
    print(m["keyvalue"].data)
Esempio n. 16
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#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

# Men of War MDL importer for Blender
# Script Copyright (C) by Björn Martins Paz

import argparse
import os
import struct

from mdl import MDL
from mowdef import MOWDEF

parser = argparse.ArgumentParser()
parser.add_argument('infile', nargs='?', help='Input file')
args = parser.parse_args()
infile = args.infile

# Process MDL file
if infile != None and os.path.splitext(infile)[1][1:].strip() == "mdl":
	mdl = MDL(infile)
# Process DEF file
elif infile != None and os.path.splitext(infile)[1][1:].strip() == "def":
	mowdef = MOWDEF(infile)
else:
    print("No .MDL or .DEF file found")
    parser.print_help()