Empty UV export fixed

This commit is contained in:
ABelliqueux 2021-06-22 20:19:59 +02:00
parent 15266841ed
commit 18a7924884
1 changed files with 13 additions and 29 deletions

View File

@ -647,6 +647,10 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
workFolder = os.path.dirname(bpy.path.abspath(bpy.data.filepath))
if workFolder == "":
workFolder = os.getcwd()
# Get export directory path
filepath = bpy.data.filepath
@ -657,6 +661,12 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
expFolder = os.path.dirname(bpy.path.abspath(filepath))
# If the file wasn't saved before, expFolder will be empty. Default to current directory in that case
if expFolder == "":
expFolder = os.getcwd()
# Get texture folder, default to ./TEX
textureFolder = os.path.join( workFolder, "TEX")
@ -777,7 +787,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
filepath = self.filepath
filepath = filepath.replace(self.filename_ext, "") # Quick fix to get around the aforementioned 'bugfix'
filepath = filepath.replace(self.filename_ext, "") # Quick fix to get around the aforementioned 'bugfix'
# TODO : add option to export scenes as levels
@ -1662,32 +1672,6 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
# ~ "\tNULL\n" +
"\t};\n\n")
# ~ level_symbols.append( "MATRIX " + fileName + "_model"+cleanName+"_matrix" )
# ~ level_symbols.append( "VECTOR " + fileName + "_model"+cleanName+"_pos" )
# ~ level_symbols.append( "SVECTOR " + fileName + "_model"+cleanName+"_rot" )
# ~ level_symbols.append( "short " + fileName + "_model"+cleanName+"_isRigidBody" )
# ~ level_symbols.append( "short " + fileName + "_model"+cleanName+"_isStaticBody" )
# ~ level_symbols.append( "short " + fileName + "_model"+cleanName+"_isPrism" )
# ~ level_symbols.append( "short " + fileName + "_model"+cleanName+"_isAnim" )
# ~ level_symbols.append( "short " + fileName + "_model"+cleanName+"_isActor" )
# ~ level_symbols.append( "short " + fileName + "_model"+cleanName+"_isLevel" )
# ~ level_symbols.append( "short " + fileName + "_model"+cleanName+"_isBG" )
# ~ level_symbols.append( "short " + fileName + "_model"+cleanName+"_isSprite" )
# ~ level_symbols.append( "long " + fileName + "_model"+cleanName+"_p" )
# ~ level_symbols.append( "long " + fileName + "_model"+cleanName+"_OTz" )
level_symbols.append( "BODY " + fileName + "_model"+cleanName+"_body" )
@ -1705,7 +1689,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
# ~ level_symbols.append( "model" + cleanName + "_normal" )
if len(m.uv_textures) != None:
if len(m.uv_textures) != 0:
for t in range(len(m.uv_textures)):
@ -1821,7 +1805,7 @@ class ExportMyFormat(bpy.types.Operator, ExportHelper):
f.write("\t" + fileName + "_model" + cleanName + "_index,\n")
if len(m.uv_textures) != None:
if len(m.uv_textures) != 0:
for t in range(len(m.uv_textures)):