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Replaced loose code files with gists
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@ -1,5 +0,0 @@
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cd %~1
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del /s *.uexp, *.ubulk
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for /r %%g in (*.uasset) do (
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type NUL>%%~dpng.uasset
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)
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@ -1 +0,0 @@
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DEL "path to files\*.*" /S /Q
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@ -1,35 +0,0 @@
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using System;
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using System.IO;
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namespace GenerateBPY {
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class Program {
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static void Main(string[] args)
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{
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var inputPath = @"F:\DRG Modding\DRGPacker\JSON\Blender\SMs\"; // Where your static meshes are
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var outputPath = @"F:\DRG Modding\DRGPacker\JSON\Assets\Game\"; // Where you want your FBX files to go
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var commandsPath = @"F:\DRG Modding\DRGPacker\JSON\Blender\BlenderCommands\commands.py"; // Where you want your commands file to go
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var allfiles = Directory.GetFiles(inputPath, "*.gltf", SearchOption.AllDirectories);
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var command = "import bpy\n\n";
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for (var i = 0; i < allfiles.Length; i++)
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{
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// model already converted?
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if (File.Exists((outputPath + allfiles[i].Remove(0, inputPath.Length)).Replace(".gltf", ".fbx"))) continue;
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var InputFile = allfiles[i];
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var OutputFile = (outputPath + allfiles[i].Remove(0, inputPath.Length)).Replace(".gltf", ".fbx");
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var folder = Path.GetDirectoryName(outputPath + allfiles[i].Remove(0, inputPath.Length));
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// create output directory
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Directory.CreateDirectory(folder);
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command += "bpy.ops.import_scene.gltf(filepath = \"" + InputFile.Replace("\\", "\\\\") +
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"\", files =[{ \"name\":\"" + Path.GetFileName(InputFile) + "\", \"name\":\"" +
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Path.GetFileName(InputFile) + "\"}], loglevel = 50)\n";
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command += "bpy.ops.export_scene.fbx(filepath=\"" + OutputFile.Replace("\\", "\\\\") + "\")\n";
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command += "bpy.ops.object.select_all(action='SELECT')\n";
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command += "bpy.ops.object.delete(use_global=False, confirm=False)\n\n";
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}
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File.WriteAllText(commandsPath, command); // CHANGE
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}
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}
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}
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@ -1,48 +0,0 @@
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$RootPath = "D:\DEV\TresGame\Source\TresGame"
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$Confirm = $False # Confirm each step?
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# *.h
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Get-ChildItem -Path $RootPath -Filter *.h -Recurse | ForEach-Object {
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$PathToFile = $_.FullName
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$ClassName = $_.BaseName
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$FileContent = Get-Content -Path $PathToFile
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if ($FileContent -match "class .*A$ClassName : public"){
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# is actor
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#$PathToFile
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$ClassName
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if ($Confirm){
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Write-Host "Continue replace?"
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pause
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}
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$FileContent -replace [System.Text.RegularExpressions.Regex]::Escape("A$ClassName();"), "A$ClassName(const FObjectInitializer& ObjectInitializer);" | Set-Content -Path $PathToFile
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#Write-Host ""
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}
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}
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# *.cpp
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Get-ChildItem -Path $RootPath -Filter *.cpp -Recurse | ForEach-Object {
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$PathToFile = $_.FullName
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$ClassName = $_.BaseName
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$FileContent = Get-Content -Path $PathToFile
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if ($FileContent -match [System.Text.RegularExpressions.Regex]::Escape("A$ClassName::A$ClassName() {")){
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# is actor
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#$PathToFile
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$ClassName
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if ($Confirm){
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Write-Host "Continue replace?"
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pause
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}
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$FileContent -replace [System.Text.RegularExpressions.Regex]::Escape("A$ClassName::A$ClassName() {"), "A$ClassName::A$ClassName(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) {" | Set-Content -Path $PathToFile
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#Write-Host ""
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}
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}
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@ -1,23 +0,0 @@
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@echo off
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:Save_Backup_Utility
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set ue_game_save_name=GAMEPROJECTNAMEHERE
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for /f "tokens=1-3 delims=1234567890 " %%a in ("%time%") Do set "delims=%%a%%b%%c"
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for /f "tokens=1-4 delims=%delims%" %%G in ("%time%") Do (
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set _hh=%%G
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set _min=%%H
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set _ss=%%I
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set _ms=%%J
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)
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set _hh=%_hh: =%
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if 1%_hh% LSS 20 Set _hh=0%_hh%
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set save_storage_dir=Storage\Save_Backups\%ue_game_save_name%
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if not exist %save_storage_dir% mkdir %save_storage_dir%
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set temp_save_dir="%save_storage_dir%\Date_%date:/=%\Time_%_hh%_%_min%_%_ss%\Saved\SaveGames"
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set temp_config_dir="%save_storage_dir%\Date_%date:/=%\Time_%_hh%_%_min%_%_ss%\Saved\Config\WindowsNoEditor"
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mkdir %temp_save_dir%
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mkdir %temp_config_dir%
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copy "%localappdata%\%ue_game_save_name%\Saved\SaveGames\*.sav" %temp_save_dir%
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copy "%localappdata%\%ue_game_save_name%\Saved\Config\WindowsNoEditor\*.ini" %temp_config_dir%
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exit /b
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@ -1,14 +0,0 @@
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:: e.g. "F:\DRG Modding\DRGTools\UModel\umodel.exe"
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set umodel_path="path to UModel.exe"
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:: e.g. "F:\DRG Modding\DRGPacker\_unpacked\FSD\Content"
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set content_path="path to unpacked content files"
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:: e.g. 4.27
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set ue_version=4.27
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:: e.g. "F:\DRG Modding\DRGPacker\JSON\Blender\SMs"
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set output_path="path to output folder"
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:: Animations:
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%umodel_path% -path=%content_path% -game=ue4.27 -out=%output_path% -nooverwrite -nostat -novert -notex -nomorph -nolightmap -export *.uasset
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:: Static Meshes:
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%umodel_path% -path=%content_path% -game=ue4.27 -out=%output_path% -gltf -nomesh -noanim -nooverwrite -novert -notex -nomorph -nolightmap -export *.uasset
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20
README.md
20
README.md
@ -72,7 +72,7 @@ Tools that deal with editing the textures, animations and models from UE4 games.
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- Just click a face, set up the variables it asks for in the 3D View, and click the button
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* [NVIDIA Texture Tools Exporter](https://developer.nvidia.com/nvidia-texture-tools-exporter) - Written by **NVIDIA**
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- The NVIDIA Texture Tools Exporter allows users to create highly compressed texture files directly from image sources
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* [3DSMax Bulk Export PSK/PSA to FBX](https://github.com/Buckminsterfullerene02/UE4-Modding-Tools/blob/main/Loose%20Files/ActorXAnimConverter.ms) - Written by **Gildor**, adapted by **Aproydtix**
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* [3DSMax Bulk Export PSK/PSA to FBX](https://gist.github.com/Buckminsterfullerene02/12947999641c6a290f2cbbaf4e0ee313) - Written by **Gildor**, adapted by **Aproydtix**
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- Version of ActorX 3DSMax script that can bulk convert PSK/PSA to FBX
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- [Original Script](https://www.gildor.org/projects/unactorx) by Gildor, and modifications by Aproydtix from OpenKH
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- Also will do deformation fixes to put an animation on a modified skeleton
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@ -93,7 +93,7 @@ Tools that generate SDKs and dump the game's code.
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- A simple script to make the plugin manifest for the project gen commandlet because <=4.17 games don't include them
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- Usage is pretty simple, after fulling dumping your UE4 game just drag and drop the root extracted folder onto the program
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- It'll spit out a file named "new.upluginmanifest" which can be renamed to whatever you want
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* [Add Object Initialiser To Actors in Project Files](https://github.com/Buckminsterfullerene02/UE4-Modding-Tools/blob/main/Loose%20Files/ObjectInitializerActorConstructorScript.ps1) - Written by **dedede123**
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* [Add Object Initialiser To Actors in Project Files](https://gist.github.com/Buckminsterfullerene02/90d1d02a6639f656e284bd799801241c) - Written by **dedede123**
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- Adds object initializer to the constructor/static class of all Actor classes in your uproject files
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- Modify to set the correct folder, and could be modified to apply to other types of classes as well if needed
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* [Unreal Mappings Dumper](https://github.com/OutTheShade/UnrealMappingsDumper) - Written by **OutTheShade**
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@ -155,18 +155,18 @@ Tools that deal with audio modding. You don't need any tools to mod the default
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## Automation
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Tools that can help to automate the modding pipeline (that haven't been covered already).
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* [Backup UE Saves](https://github.com/Buckminsterfullerene02/UE4-Modding-Tools/blob/main/Loose%20Files/SaveBackupUtility.bat) - Written by **Mythical**
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* [Backup UE Saves](https://gist.github.com/Buckminsterfullerene02/479a281cf3d8a854e91cf804bd7fb8cb) - Written by **Mythical**
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- Just edit the Game project name to your particular game and it will backup the `.sav` and `.ini` files for that game or just toss it in one of your existing bat files
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* [Auto-Disable uasset Files](https://github.com/Buckminsterfullerene02/UE4-Modding-Tools/blob/main/Loose%20Files/DisableUassets.bat) - Written by **Spuds**
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* [Auto-Disable uasset Files](https://gist.github.com/Buckminsterfullerene02/aebbbc6cde0456a852197260656314c0) - Written by **Spuds**
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- Deletes `.uexp` and `.ubulk` files and replaces `.uassets` with blank files of the same name recursively when a folder containing exported assets is dragged onto it
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* [Create Empty Content Folder Hierarchy](https://github.com/Buckminsterfullerene02/UE4-Modding-Tools/blob/main/Loose%20Files/EmptyContentHierarchyGenerator.bat) - Written by **Buckminsterfullerene**
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* [Create Empty Content Folder Hierarchy](https://gist.github.com/Buckminsterfullerene02/43ac2fe1c760b101de4b452dd711ce3f) - Written by **Buckminsterfullerene**
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- Deletes every file inside of a specified directory but leaves all of the folders intact
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- Useful for creating a blank content folder hierarchy for a game
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* [Extract All Anim Assets](https://github.com/Buckminsterfullerene02/UE4-Modding-Tools/blob/main/Loose%20Files/UModelExtract.bat) - Written by **Buckminsterfullerene**
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* [Extract All Anim Assets](https://gist.github.com/Buckminsterfullerene02/789fb38a2f1ccd2ef55262a90be578d9) - Written by **Buckminsterfullerene**
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- A batch script of a couple nice UModel commands to extract all of the animation assets from a game
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- Running the second command directly after the first is beneficial since all game packages are loaded into memory which saves a lot of time not having to do it twice
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- To use, just change the variable paths
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* [Generate Blender Script To Convert GLTF to FBX](https://github.com/Buckminsterfullerene02/UE4-Modding-Tools/blob/main/Loose%20Files/GenerateBPY.cs) - Written by **LongerWarrior**, edited by **Buckminsterfullerene**
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* [Generate Blender Script To Convert GLTF to FBX](https://gist.github.com/Buckminsterfullerene02/6b49374b8a8da0d992e73a22c9e0d7dc) - Written by **LongerWarrior**, edited by **Buckminsterfullerene**
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- C# program to generate a Blender script that can be used to mass convert GLTF files extracted from UModel to FBX files
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- To use, just change the paths in the C# script
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@ -215,6 +215,12 @@ Other tools that aren't necessarily to do with UE, but are commonly used to help
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* [Visual Studio 2017 Community Installer](https://github.com/Buckminsterfullerene02/UE4-Modding-Tools/blob/main/Loose%20Files/vs_Community.exe) - Posted by **Narknon**
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- VS-2017 Community installer because microsoft apparently removed it from available downloads??
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# Guides
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Guides that are useful for modding UE games.
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## General
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* [Setting up UE as git merge tool for BPs](https://gist.github.com/Panakotta00/c90d1017b89b4853e8b97d13501b2e62)
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# UE Modding Discord Servers
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A bunch of links to various UE Modding Discord servers. If you know of any that aren't listed here, please make a PR. Although I have tried my best to get permanent invite links, I am not responsible for any being invalid. Feel free to nick this list of Discord servers for your own Discord.
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