コード例 #1
0
ファイル: SkullMod.py プロジェクト: 0xFAIL/SkullMod
         print('Not implemented yet')
     else:
         print('lvl pack')
         print('Not implemented yet')
 if args['spr']:
     if args['do'] == 'unpack':
         spr = SPR(file)
         spr.read_spr()
         print("Done")
     else:
         print('spr pack')
         print('Not implemented yet')
 if args['dds']:
     if args['do'] == 'unpack':
         print("Unpacking DDS is slow, may take a while")
         dds = DDSReader(file)
         dds.check_destination()
         dds.write_png(dds.get_png_data())
         print("Done")
     else:
         print("Packing DDS is not implemented, use the NVidia Texture Tools")
 if args['pcx']:
     if args['do'] == 'unpack':
             pcx = PCXReader(file)
             pcx.check_destination()
             pcx.write_png(pcx.read_data(pcx.read_metadata())[0])
             print("Done")
     else:
         print('pcx pack')
         print("Not implemented use GIMP, Photoshop or other tools that can export pcx images")
 if args['spr_charselect']:
コード例 #2
0
ファイル: spr.py プロジェクト: tcd/SkullMod
    def read_spr(self):
        if self.read_pascal_string() != SPR.FILE_VERSION:
            raise ValueError("Invalid version")
        sprite_name = self.read_pascal_string()
        self.skip_bytes(4)  # TODO make it known
        if self.read_pascal_string() != SPR.DATA_FORMAT_STRING:
            raise ValueError("Not a valid sprite")
        bytes_per_entry = self.read_int(8)
        if bytes_per_entry != 4:
            raise ValueError("Unknown number of bytes per entry for sprite")
        n_of_entries = self.read_int(8)
        n_of_frames = self.read_int(8)
        n_of_animations = self.read_int(8)
        block_width = self.read_int(8)
        block_height = self.read_int(8)

        # Read data from file
        entries = []
        frames = []
        animations = []
        for _ in range(n_of_entries):
            entries.append(SPREntry.from_file(self))
        for _ in range(n_of_frames):
            frames.append(SPRFrame.from_file(self))
        for _ in range(n_of_animations):
            animations.append(SPRAnimation.from_file(self))

        # Check if requirements are met to write data out
        # Requirements are: No files that are named like the folders we want to write
        # Everything that can be overwritten will be overwritten
        base_dir = os.path.splitext(os.path.splitext(
            self.file_path)[0])[0]  # TODO split away both extensions, better?
        if os.path.exists(base_dir) and not os.path.isdir(base_dir):
            raise FileExistsError(
                "There is a file with the same name as the directory that should be created"
            )
        if os.path.exists(os.path.join(
                base_dir, sprite_name)) and not os.path.isdir(
                    os.path.join(base_dir, sprite_name)):
            raise FileExistsError(
                "There is a file with the same name as the directory that should be created"
            )
        for i in range(n_of_animations):
            target_dir = os.path.join(base_dir, sprite_name,
                                      animations[i].animation_name)
            if os.path.exists(target_dir) and os.path.isfile(target_dir):
                raise FileExistsError(
                    "There is a file with the same name as the directory that should be created"
                )
        # Get image data
        dds_path = base_dir + '.dds'
        if not os.path.exists(dds_path) or not os.path.isfile(dds_path):
            raise ValueError(
                "dds file is missing or a directory where dds file should be")
        dds = DDSReader(base_dir + '.dds', self.charselect)
        png_data = dds.get_png_data()[0]

        # Apply palette
        if self.charselect:
            for y in range(len(png_data)):
                for x in range(len(png_data[0])):
                    colors = rgb565_split(png_data[y][x])
                    r = colors['r']
                    g = colors['g']
                    b = colors['b']
                    color = self.charselect_palette[g][int(b /
                                                           2)]  # TODO round?
                    png_data[y][x] = color
                    # Apply outline
                    # r ... outline blending intensity (blend not if 255, blend completly if 0)
                    # b/2? ... x-coordinate in the palette
                    # g ... y-coordinate in the palette
                    if r != 31:
                        split_color = split_abgr8(color)

                        new_color = abgr8(
                            int(split_color['r'] * (r / 31.0)),  # TODO round?
                            int(split_color['g'] * (r / 31.0)),
                            int(split_color['b'] * (r / 31.0)),
                            255)
                        png_data[y][x] = new_color

        # Create directories
        if not os.path.exists(base_dir):
            os.makedirs(base_dir)  # Base directory
        for i in range(n_of_animations):  # A directory for each animation
            if not os.path.exists(
                    os.path.join(base_dir, sprite_name,
                                 animations[i].animation_name)):
                os.makedirs(
                    os.path.join(base_dir, sprite_name,
                                 animations[i].animation_name))
        # Create png files
        for animation in animations:
            print('Extracting animation: ' + animation.animation_name)
            for framenumber in range(
                    animation.frame_offset,
                    animation.frame_offset + animation.n_of_frames, 1):
                frame = frames[framenumber]
                bounds = self.max_bounds(entries, frame.block_offset,
                                         frame.n_of_blocks, block_width,
                                         block_height)
                frame_width = bounds[0]
                frame_height = bounds[1]
                # Make image data
                frame_image_data = [[0] * frame_width
                                    for _ in range(frame_height)]

                for entry in range(frame.block_offset,
                                   frame.block_offset + frame.n_of_blocks, 1):
                    self.move_rect(frame_image_data, png_data,
                                   entries[entry].tile_u,
                                   entries[entry].tile_v,
                                   entries[entry].tile_x,
                                   entries[entry].tile_y, block_width,
                                   block_height)
                # Write image
                png = PNGWriter(
                    os.path.join(
                        base_dir, sprite_name, animation.animation_name,
                        str(framenumber - animation.frame_offset) + '.png'))
                png.set_data_argb8_array(frame_image_data)
                png.write()
                # Create meta files
                with open(
                        os.path.join(
                            base_dir, sprite_name, animation.animation_name,
                            str(framenumber - animation.frame_offset) +
                            '.meta.txt'), 'w') as meta_file:
                    meta_file.write('x_center ' + str(int(frame.center_x)) +
                                    '\n')
                    meta_file.write('y_center ' + str(int(frame.center_y)) +
                                    '\n')
            # Create html files
            with open(
                    os.path.join(base_dir, sprite_name,
                                 animation.animation_name + '.html'),
                    'w') as html:
                html.writelines([
                    "<!DOCTYPE html>\n", "<html>\n", "<head>\n",
                    "<title>" + animation.animation_name + "</title>\n",
                    "<meta charset=\"UTF-8\">\n", "<style>\n",
                    "#animation img { display: none; }\n",
                    "#animation img:first.child { display: block; }\n",
                    "</style>\n", "<script>\n",
                    "loading_finished = function startAnimation(){\n"
                    "  var frames = document.getElementById(\"animation\").children;\n",
                    "  var frameCount = frames.length;\n", "  var i = 0;\n",
                    "  setInterval(function(){\n",
                    "    frames[i % frameCount].style.display = \"none\";\n",
                    "    frames[++i % frameCount].style.display = \"block\";\n",
                    "  },100);\n", "}\n", "window.onload=loading_finished;\n",
                    "</script>\n", "</head>\n", "<body>\n",
                    "<div id=\"animation\">\n"
                ])
                for i in range(animation.frame_offset,
                               animation.frame_offset + animation.n_of_frames,
                               1):
                    html.write("  <img src=\"" + animation.animation_name +
                               "/" + str(i - animation.frame_offset) +
                               ".png\"/>\n")
                html.writelines(["</div>\n", "</body>\n", "</html>"])
コード例 #3
0
ファイル: SkullMod.py プロジェクト: tcd/SkullMod
         print('Not implemented yet')
     else:
         print('lvl pack')
         print('Not implemented yet')
 if args['spr']:
     if args['do'] == 'unpack':
         spr = SPR(file)
         spr.read_spr()
         print("Done")
     else:
         print('spr pack')
         print('Not implemented yet')
 if args['dds']:
     if args['do'] == 'unpack':
         print("Unpacking DDS is slow, may take a while")
         dds = DDSReader(file)
         dds.check_destination()
         dds.write_png(dds.get_png_data())
         print("Done")
     else:
         print(
             "Packing DDS is not implemented, use the NVidia Texture Tools"
         )
 if args['pcx']:
     if args['do'] == 'unpack':
         pcx = PCXReader(file)
         pcx.check_destination()
         pcx.write_png(pcx.read_data(pcx.read_metadata())[0])
         print("Done")
     else:
         print('pcx pack')
コード例 #4
0
ファイル: spr.py プロジェクト: 0xFAIL/SkullMod
    def read_spr(self):
        if self.read_pascal_string() != SPR.FILE_VERSION:
            raise ValueError("Invalid version")
        sprite_name = self.read_pascal_string()
        self.skip_bytes(4)  # TODO make it known
        if self.read_pascal_string() != SPR.DATA_FORMAT_STRING:
            raise ValueError("Not a valid sprite")
        bytes_per_entry = self.read_int(8)
        if bytes_per_entry != 4:
            raise ValueError("Unknown number of bytes per entry for sprite")
        n_of_entries = self.read_int(8)
        n_of_frames = self.read_int(8)
        n_of_animations = self.read_int(8)
        block_width = self.read_int(8)
        block_height = self.read_int(8)

        # Read data from file
        entries = []
        frames = []
        animations = []
        for _ in range(n_of_entries):
            entries.append(SPREntry.from_file(self))
        for _ in range(n_of_frames):
            frames.append(SPRFrame.from_file(self))
        for _ in range(n_of_animations):
            animations.append(SPRAnimation.from_file(self))

        # Check if requirements are met to write data out
        # Requirements are: No files that are named like the folders we want to write
        # Everything that can be overwritten will be overwritten
        base_dir = os.path.splitext(os.path.splitext(self.file_path)[0])[0]  # TODO split away both extensions, better?
        if os.path.exists(base_dir) and not os.path.isdir(base_dir):
            raise FileExistsError("There is a file with the same name as the directory that should be created")
        if os.path.exists(os.path.join(base_dir, sprite_name)) and not os.path.isdir(os.path.join(base_dir, sprite_name)):
            raise FileExistsError("There is a file with the same name as the directory that should be created")
        for i in range(n_of_animations):
            target_dir = os.path.join(base_dir, sprite_name, animations[i].animation_name)
            if os.path.exists(target_dir) and os.path.isfile(target_dir):
                raise FileExistsError("There is a file with the same name as the directory that should be created")
        # Get image data
        dds_path = base_dir + '.dds'
        if not os.path.exists(dds_path) or not os.path.isfile(dds_path):
            raise ValueError("dds file is missing or a directory where dds file should be")
        dds = DDSReader(base_dir + '.dds', self.charselect)
        png_data = dds.get_png_data()[0]

        # Apply palette
        if self.charselect:
            for y in range(len(png_data)):
                for x in range(len(png_data[0])):
                    colors = rgb565_split(png_data[y][x])
                    r = colors['r']
                    g = colors['g']
                    b = colors['b']
                    color = self.charselect_palette[g][int(b/2)] # TODO round?
                    png_data[y][x] = color
                    # Apply outline
                    # r ... outline blending intensity (blend not if 255, blend completly if 0)
                    # b/2? ... x-coordinate in the palette
                    # g ... y-coordinate in the palette
                    if r != 31:
                        split_color = split_abgr8(color)

                        new_color = abgr8(int(split_color['r'] * (r/31.0)), # TODO round?
                                          int(split_color['g'] * (r/31.0)),
                                          int(split_color['b'] * (r/31.0)),
                                          255)
                        png_data[y][x] = new_color

        # Create directories
        if not os.path.exists(base_dir):
            os.makedirs(base_dir)  # Base directory
        for i in range(n_of_animations):  # A directory for each animation
            if not os.path.exists(os.path.join(base_dir, sprite_name, animations[i].animation_name)):
                os.makedirs(os.path.join(base_dir, sprite_name, animations[i].animation_name))
        # Create png files
        for animation in animations:
            print('Extracting animation: ' + animation.animation_name)
            for framenumber in range(animation.frame_offset, animation.frame_offset + animation.n_of_frames, 1):
                frame = frames[framenumber]
                bounds = self.max_bounds(entries, frame.block_offset, frame.n_of_blocks, block_width, block_height)
                frame_width = bounds[0]
                frame_height = bounds[1]
                # Make image data
                frame_image_data = [[0] * frame_width for _ in range(frame_height)]

                for entry in range(frame.block_offset, frame.block_offset + frame.n_of_blocks, 1):
                    self.move_rect(frame_image_data, png_data, entries[entry].tile_u, entries[entry].tile_v,
                                   entries[entry].tile_x, entries[entry].tile_y, block_width, block_height)
                # Write image
                png = PNGWriter(os.path.join(base_dir, sprite_name, animation.animation_name,
                                             str(framenumber - animation.frame_offset) + '.png'))
                png.set_data_argb8_array(frame_image_data)
                png.write()
                # Create meta files
                with open(os.path.join(base_dir, sprite_name, animation.animation_name,
                                       str(framenumber - animation.frame_offset) + '.meta.txt'), 'w') as meta_file:
                    meta_file.write('x_center ' + str(int(frame.center_x)) + '\n')
                    meta_file.write('y_center ' + str(int(frame.center_y)) + '\n')
            # Create html files
            with open(os.path.join(base_dir, sprite_name, animation.animation_name + '.html'), 'w') as html:
                html.writelines(["<!DOCTYPE html>\n",
                                "<html>\n",
                                "<head>\n",
                                "<title>" + animation.animation_name + "</title>\n",
                                "<meta charset=\"UTF-8\">\n",
                                "<style>\n",
                                "#animation img { display: none; }\n",
                                "#animation img:first.child { display: block; }\n",
                                "</style>\n",
                                "<script>\n",
                                "loading_finished = function startAnimation(){\n"
                                "  var frames = document.getElementById(\"animation\").children;\n",
                                "  var frameCount = frames.length;\n",
                                "  var i = 0;\n",
                                "  setInterval(function(){\n",
                                "    frames[i % frameCount].style.display = \"none\";\n",
                                "    frames[++i % frameCount].style.display = \"block\";\n",
                                "  },100);\n",
                                "}\n",
                                "window.onload=loading_finished;\n",
                                "</script>\n",
                                "</head>\n",
                                "<body>\n",
                                "<div id=\"animation\">\n"])
                for i in range(animation.frame_offset, animation.frame_offset + animation.n_of_frames, 1):
                    html.write("  <img src=\"" + animation.animation_name + "/" +
                               str(i - animation.frame_offset) + ".png\"/>\n")
                html.writelines(["</div>\n",
                                "</body>\n",
                                "</html>"])