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Releases: Simarilius-uk/Cyberpunk-Blender-add-on

1.3.0rc1 Cyberpunk IO suite release candidate

20 Jun 09:04
7e60d63
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Vehicles,
decals,
bottles,
anim export,

1.3A Vehicle import and lots of QA

17 May 08:25
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Pre-release

Vehicles now supported by the entity import.
Chunk mask supported by entity import
fixed the car decal material
added a headlight material
got vehicle glass working with existing glass shader
Lots of QA fixes to the streaming sector import

1.2B with Sector Import

01 Mar 12:24
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Pre-release

1.1 with some updates (speedtrees mainly) and with Sector import added. Fixed my Git screwup.

1.0.10rc4 with material selection, no dupes and entity import

14 Dec 13:33
3bbe3fd
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Added a bool option to hide armatures on import.
Fixed some bugs.

Unzip it, zip the folder inside then install that zip. Github is dumb.

1.0.10rc3 with material selection, no dupes and entity import

06 Dec 11:44
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all the good stuff from the last rc, but with an import option for entities from their jsons now.
You need to export the ent and app files as json, then pick the ent file, type the meshAppearance you want in the text box (multiples can be done just separate by commas)

for script call as:
filepath='F:\CPmod\tygers\source\raw\base\characters\entities\gang\gang__tyger_ma.ent.json'
apps ='biker__lvl1_05,default'
bpy.ops.io_scene_gltf.cp77entity(filepath=filepath, appearances=apps)

the attached text file has a wscript that will automatically add the listed ents, their apps and all used meshes to the current wkit project, and export the ents and apps to json. You just need to export the meshes with materials and your good to go.
Ent_App_Mesh_export.txt

1.0.10rc2 with material selection and no dupes

01 Dec 19:28
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  • Materials can be selected by passing appearances in the python call. Its using a blender filelist thingy as I couldnt get it to pass a normal list, setting it up to pass is a pita but basically you need to do a list of dicts, then tuple() it before passing, example in EntityImport3.py in my CP2077 Blender scripts github.

  • Changed the with materials code to not import duplicates, that is it doesn't import the same material name defined by the same mi twice. when it creates a material it tags it with the BaseMaterial in a custom property which is used when loading more files to determine if its the same thing. have tested on sectors and some characters and seems to work ok.

  • Stopped it parsing the entire bpy.data.objects tree quite as much, you can just grab the selection after import to get the imported objects rather than doing a compare of before and after.

  • Relocated the collection code to before the material generation, as otherwise if something does go wrong in the material code the objects get left with no collection, this way they always go in a correctly named collection first.

Combination of the above reduced import time for 504mesh files for a sector import from 68009sec (almost 19hrs) to 178 sec.

1.0.10rc1 with material selection

29 Nov 14:45
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Pre-release
withMaterialsSelection

add prelim meshdecal