diff --git a/io_export_psx_tmesh.py b/io_export_psx_tmesh.py index 407da67..c6cb9bb 100644 --- a/io_export_psx_tmesh.py +++ b/io_export_psx_tmesh.py @@ -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)):