Changed: #964 Properly update nel material texture changes in viewport/render, handle more cases for max file path conversion, added conversion log, allow use of a timestamp tag file to facilitate resuming the conversion process.

This commit is contained in:
kaetemi 2010-09-26 17:12:45 +02:00
parent a7c6ed7a35
commit d5bf6ddb9f
2 changed files with 367 additions and 1 deletions

View file

@ -1,4 +1,26 @@
NEL3D_APPDATA_INTERFACE_FILE = 1423062700
-- Allocate 20 Me for the script
heapSize += 15000000
nlErrorFilename = "W:/database/conversion.log"
nlErrorStream = openFile nlErrorFilename mode:"w"
if nlErrorStream == undefined then
nlErrorStream = createFile nlErrorFilename
-- Log a message
fn nllog message =
(
if nlErrorStream != undefined then
(
format "%\n" message to:nlErrorStream
flush nlErrorStream
)
-- To the console
print message
)
include "nel_utility.ms" include "nel_utility.ms"
@ -17,6 +39,10 @@ fn getAbsoluteDestination t =
( (
return ("W:\\" + (substring (getFilenamePath t) 11 -1) + "\\" + (getFilenameFile (filenameFromPath t)) + ".png") return ("W:\\" + (substring (getFilenamePath t) 11 -1) + "\\" + (getFilenameFile (filenameFromPath t)) + ".png")
) )
else if (((findString t "\\\\Database") != undefined) or ((findString t "\\\\database") != undefined)) and ((findString t "W:\\") == undefined) then
(
return ("W:\\" + (getFilenamePath t) + "\\" + (getFilenameFile (filenameFromPath t)) + ".png")
)
else if ((findString t "W:\\") != undefined) then else if ((findString t "W:\\") != undefined) then
( (
return ((getFilenamePath t) + "\\" + (getFilenameFile (filenameFromPath t)) + ".png") return ((getFilenamePath t) + "\\" + (getFilenameFile (filenameFromPath t)) + ".png")
@ -43,6 +69,26 @@ fn getAbsoluteDestination t =
) )
) )
fn getMaxDestination mf =
(
if ((findString mf "\\\\Amiga") != undefined) then
(
return ("W:\\" + (substring mf 11 -1))
)
else if ((findString mf "\\\\amiga") != undefined) then
(
return ("W:\\" + (substring mf 11 -1))
)
else if (((findString mf "\\\\Database") != undefined) or ((findString mf "\\\\database") != undefined)) and ((findString mf "W:\\") == undefined) then
(
return ("W:\\" + mf)
)
else
(
return mf
)
)
fn getFixedTexturePath t = fn getFixedTexturePath t =
( (
absoluteDestination = (getAbsoluteDestination t) absoluteDestination = (getAbsoluteDestination t)
@ -245,6 +291,21 @@ rollout assets_png_rollout "Properties"
m.delegate.RefractionMap = undefined m.delegate.RefractionMap = undefined
) )
max select none
for node in geometry do
(
itfMaxFile = getAppData node NEL3D_APPDATA_INTERFACE_FILE
if (itfMaxFile != undefined) then
(
if (itfMaxFile != "") then
(
itfMaxFile = getMaxDestination itfMaxFile
setAppData node NEL3D_APPDATA_INTERFACE_FILE itfMaxFile
)
)
)
actionMan.executeAction 0 "40021" -- Selection: Select All actionMan.executeAction 0 "40021" -- Selection: Select All
actionMan.executeAction 0 "311" -- Tools: Zoom Extents All Selected actionMan.executeAction 0 "311" -- Tools: Zoom Extents All Selected
actionMan.executeAction 0 "40807" -- Views: Activate All Maps actionMan.executeAction 0 "40807" -- Views: Activate All Maps
@ -256,7 +317,287 @@ rollout assets_png_rollout "Properties"
return 1 return 1
) )
include "nel_batched_mergesave.ms" -- This script is a base script to include to add multiple functionality to your script
-- To use this script
-- Include it in your script into the rollout at the begining.
-- Implement a do_it function to do the job in your rollout.
-- The function should retun -1 if an arror occured, else the count of modification done
-- It the function returns <1, the project will not be overwritten
Group "Running properties"
(
RadioButtons SourceFiles "Source projects" labels:#("Current project", "All Projects in a folder") align:#left
Label DirectoryLabel "Source directory" align:#left
EditText Directory "" width:500 align:#left enabled:false
Button BrowseDirectory "Browse..." align:#left enabled:false
CheckBox Recurse "Look in subfolders" checked:true enabled:false
CheckBox Test "Test only, do not save" checked:false enabled:false
CheckBox BackupFiles "Backup files" checked:false enabled:false
CheckBox StopOnError "Stop on error" checked:false enabled:false
CheckBox UseTag "Use tag" checked:false enabled:false
Label ProgressText width:500 align:#left
ProgressBar Progress width:500 align:#left
Button GoButton "Go" width:500 align:#left
)
local countModifications
local countErrors
local fileModified
local fileParsed
fn UpdateData =
(
if SourceFiles.state == 2 then
isSourceDir = true
else
isSourceDir = false
if Test.checked == true then
isTest = true
else
isTest = false
Directory.enabled = isSourceDir
BrowseDirectory.enabled = isSourceDir
Recurse.enabled = isSourceDir
Test.enabled = isSourceDir
BackupFiles.enabled = isSourceDir and (isTest == false)
StopOnError.enabled = isSourceDir
UseTag.enabled = isSourceDir
)
on SourceFiles changed state do
(
UpdateData ()
)
on Test changed state do
(
UpdateData ()
)
fn call_do_it =
(
local result
-- One more project
fileParsed = fileParsed + 1
-- Call it
result = do_it ()
-- Error ?
if result < 0 then
countErrors = countErrors + 1
else
countModifications = countModifications + result
-- Return result
return result
)
fn BackupFile file =
(
local i
local newFilename
i = 0
while true do
(
-- New file name
newFilename = file + ".backup_" + (i as string)
-- File exist ?
if (fileExist newFilename) == false then
(
if (copyFile file newFilename) == false then
return false
else
return true
)
i = i + 1
)
)
fn RecurseFolder currentDirectory =
(
resetMAXFile #noprompt
local result
local file
local files
local origAnimStart
local origAnimEnd
local origFrameRate
-- Parse files
files = getFiles (currentDirectory+"/*.max")
-- For each files
for i = 1 to files.count do
(
-- File name
file = files[i]
-- Progress bar
ProgressText.text = "In directory "+currentDirectory+", compute file \"" + (getFilenameFile file) + "\""
Progress.value = i*100/files.count
if (UseTag.checked == false) or ((NeLTestFileDate file "W:/database/conversion.tag") == true) then
(
resetMAXFile #noprompt
nllog("CONVERT " + file)
-- Open the max project
if loadMaxFile file quiet:true == true then
(
origAnimStart = animationRange.start
origAnimEnd = animationRange.end
origFrameRate = frameRate
resetMAXFile #noprompt
animationRange = interval origAnimStart origAnimEnd
frameRate = origFrameRate
-- Merge the max project
if mergeMaxFile file quiet:true == true then
(
result = call_do_it ()
-- Error ?
if result < 0 then
(
if StopOnError.checked == true then
Messagebox ("Error in file " + file)
)
else
(
-- Save the max project ?
if (Test.checked == false) and (result != 0) then
(
-- Backup the max project ?
local ok
ok = true
if BackupFiles.checked == true then
(
-- Backup the file
if (BackupFile file) == false then
(
-- Don't save the file because backup has failed
ok = false
if StopOnError.checked == true then
Messagebox ("Can't backup file " + file)
-- One more error
countErrors = countErrors + 1
)
)
-- Save the max project ?
if ok == true then
(
if (saveMaxFile file) == true then
(
fileModified = fileModified + 1
)
else
(
if StopOnError.checked == true then
Messagebox ("Can't write file " + file)
-- One more error
countErrors = countErrors + 1
)
)
)
)
)
else
(
if StopOnError.checked == true then
Messagebox ("Can't load file " + file)
-- One more error
countErrors = countErrors + 1
)
)
)
else
(
nllog("SKIP " + file + " by tag")
)
)
-- Parse sub directory ?
if (Recurse.checked == true) then
(
local directories
-- Get the directories
directories = getDirectories (currentDirectory+"/*")
-- For each directories
for dir in directories do
(
RecurseFolder dir
)
)
)
on BrowseDirectory pressed do
(
local dir
try
(
dir = getSavePath () -- caption:"Select the projects directory"
if dir != undefined then
Directory.text = dir
)
catch
(
)
)
on GoButton pressed do
(
-- Reset count
countModifications = 0
countErrors = 0
fileModified = 0
fileParsed = 0
-- Get files in the shape_source_directory
if SourceFiles.state == 2 then
(
-- Should warning user ?
if (SourceFiles.state == 2) and (Test.checked == false) then
(
-- Warning !
if ((queryBox "Warning, all the files in the specified folders will be overwrited.\nYou should backup your files before executing this script.\nDo you want to continue executing this script ?" beep:true) == true) then
RecurseFolder (adjustPathStringForScript Directory.text)
)
else
(
RecurseFolder (adjustPathStringForScript Directory.text)
)
)
else
(
-- Just compute the current project
call_do_it ()
)
-- Show errors
ProgressText.text = (fileParsed as string) + " project(s) opened, " + (countModifications as string) + " project modification(s), " + (fileModified as string) + " project(s) saved, " + (countErrors as string) + " error(s)."
Progress.value = 100
)
) )
assets_png_floater = newRolloutFloater "NeL Assets PNG Database" 550 874 assets_png_floater = newRolloutFloater "NeL Assets PNG Database" 550 874

View file

@ -969,6 +969,20 @@ plugin material NelMaterial
cbTexGen_7.enabled = bNormalShader and bEnableSlot_7 and (not bLightmap) and (not bSpecular) and (not bUserColor) and (not bNormalShader) and (not bPerPixelLightingShader) cbTexGen_7.enabled = bNormalShader and bEnableSlot_7 and (not bLightmap) and (not bSpecular) and (not bUserColor) and (not bNormalShader) and (not bPerPixelLightingShader)
cbTexGen_8.enabled = bNormalShader and bEnableSlot_8 and (not bLightmap) and (not bSpecular) and (not bUserColor) and (not bNormalShader) and (not bPerPixelLightingShader) cbTexGen_8.enabled = bNormalShader and bEnableSlot_8 and (not bLightmap) and (not bSpecular) and (not bUserColor) and (not bNormalShader) and (not bPerPixelLightingShader)
delegate.DiffuseMapEnable = bEnableSlot_1
delegate.DiffuseMap = tTexture_1
delegate.AmbientMapEnable = bEnableSlot_1
delegate.AmbientMap = tTexture_1
delegate.SpecularMapEnable = bEnableSlot_2
delegate.SpecularMap = tTexture_2
delegate.SelfIllumMap = undefined
delegate.OpacityMap = undefined
delegate.FilterMap = undefined
delegate.BumpMap = undefined
delegate.DisplacementMap = undefined
delegate.ReflectionMap = undefined
delegate.RefractionMap = undefined
btLoadShader.enabled = bNormalShader btLoadShader.enabled = bNormalShader
dlShader.enabled = bNormalShader dlShader.enabled = bNormalShader
@ -1059,6 +1073,17 @@ plugin material NelMaterial
on NelTexture close do on NelTexture close do
( (
) )
on tTexture_1 changed newState do
(
delegate.DiffuseMap = tTexture_1
delegate.AmbientMap = tTexture_1
)
on tTexture_2 changed newState do
(
delegate.SpecularMap = tTexture_2
)
on cbEnableSlot_1 changed newState do on cbEnableSlot_1 changed newState do
( (