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')
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>"])