wgt01
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"""Export every tile to real NWN ASCII .mdl + .wok via Neverblender (Blender 4.0.2).
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blender-4.0.2 --background <built.blend> --python export_mdl.py -- <outdir> [CODE ...]
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Requires the Neverblender addon enabled in this Blender (Import-Export:
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Neverblender). Confirmed working headless against ~/.config/blender/4.0. For each
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tile it assembles a Neverblender-native model in its own scene — an AuroraBase
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(Empty, classification TILE, name == resref), a trimesh child (the VIS geometry),
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and one aabb walkmesh child (from tiles.wok_quads) — then calls
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scene.nvb_mdlexport(export_walkmesh=True) to emit <resref>.mdl and <resref>.wok.
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Walkmesh surface materials use Neverblender's name->surfacemat mapping
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(nvb_def.wok_materials): walkable faces = wok_Stone (idx 4), blockers = wok_Nonwalk
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(idx 7). Refine per tile later (wok_Water/wok_StoneBridge/etc.) if desired.
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"""
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import os
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import sys
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import bpy
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import addon_utils
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sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
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import tiles # noqa: E402
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# Neverblender writes each walkmesh face's material_index (slot) verbatim as the
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# surfacemat id (nvb_node.py), and create_wok_materials() fills slots 0..22 in
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# nvb_def.wok_materials order. So the slot index IS the surfacemat index:
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WALK_SURF = 4 # wok_Stone
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BLOCK_SURF = 7 # wok_Nonwalk
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def build_wok(spec, name):
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from neverblender import nvb_utils
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quads = tiles.wok_quads(spec)
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verts, faces, surf = [], [], []
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for quad, walk in quads:
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b = len(verts)
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verts += quad
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faces.append((b, b + 1, b + 2, b + 3))
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surf.append(WALK_SURF if walk else BLOCK_SURF)
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me = bpy.data.meshes.new(name)
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me.from_pydata(verts, [], faces)
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nvb_utils.create_wok_materials(me) # slots 0..22 == wok_materials order
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me.update()
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for poly, s in zip(me.polygons, surf):
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poly.material_index = s # slot == surfacemat id on export
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ob = bpy.data.objects.new(name, me)
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ob.nvb.meshtype = "aabb"
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return ob
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def export_tile(spec, outdir):
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ref = tiles.resref(spec)
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vis = bpy.data.objects.get("VIS_" + spec["code"])
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if vis is None:
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return {"code": spec["code"], "ok": False, "error": "missing VIS object"}
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scn = bpy.data.scenes.new("exp_" + spec["code"])
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bpy.context.window.scene = scn
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root = bpy.data.objects.new(ref, None) # AuroraBase; name == filename
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root.nvb.emptytype = "dummy"
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root.nvb.classification = "tile"
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scn.collection.objects.link(root)
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v = vis.copy()
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v.data = vis.data.copy()
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v.name = ref + "_01"
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v.nvb.meshtype = "trimesh"
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scn.collection.objects.link(v)
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v.parent = root
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w = build_wok(spec, ref + "_wg") # single aabb walkmesh (rule: 1 per tile)
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scn.collection.objects.link(w)
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w.parent = root
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mdl = os.path.join(outdir, ref + ".mdl")
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bpy.ops.scene.nvb_mdlexport(filepath=mdl, export_walkmesh=True,
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check_existing=False, batch_mode="OFF")
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wok = os.path.join(outdir, ref + ".wok")
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return {"code": spec["code"], "ref": ref, "ok": os.path.isfile(mdl),
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"mdl": os.path.isfile(mdl), "wok": os.path.isfile(wok)}
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def main():
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argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
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outdir = os.path.abspath(argv[0]) if argv else os.path.abspath("mdl")
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only = set(argv[1:])
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os.makedirs(outdir, exist_ok=True)
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addon_utils.enable("neverblender", default_set=False)
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results = [export_tile(s, outdir) for s in tiles.TILES if not only or s["code"] in only]
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ok = sum(1 for r in results if r["ok"])
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bad = [r for r in results if not r["ok"]]
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print(f"EXPORTED {ok}/{len(results)} tiles -> {outdir}")
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if bad:
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print("FAILED:", bad)
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if __name__ == "__main__":
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main()
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