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Blender 4.0 fix
1 parent aa55028 commit 7f2cef5

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3 files changed

+14
-12
lines changed

3 files changed

+14
-12
lines changed

MPD.py

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -124,8 +124,9 @@ def buildGeometry(self, znd = None, bool_build_collision = False):
124124

125125
# maybe i should consider using a simpler material... VS doesn't need a PBR Material :D
126126
bsdf = mat.node_tree.nodes["Principled BSDF"]
127-
bsdf.inputs["Specular"].default_value = 0
127+
bsdf.inputs["Roughness"].default_value = 0
128128
bsdf.inputs["Metallic"].default_value = 0
129+
bsdf.inputs[12].default_value = 0 # specular
129130
texImage = mat.node_tree.nodes.new("ShaderNodeTexImage")
130131
texImage.image = bpy.data.images.new(str(ref+"_TEX"), 256, 256)
131132
texImage.image.pixels = znd.getPixels(ref, translucent)

SHP.py

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -169,11 +169,10 @@ def buildGeometry(self):
169169
armature = bpy.data.armatures.new("Armature")
170170
arm_obj = bpy.data.objects.new("Armature", armature)
171171
view_layer.active_layer_collection.collection.objects.link(arm_obj)
172-
armature_data = arm_obj
173172
# Must make armature active and in edit mode to create a bone
174-
view_layer.objects.active = armature_data
175-
bpy.ops.object.mode_set(mode="EDIT", toggle=False)
176-
edit_bones = armature_data.data.edit_bones
173+
view_layer.objects.active = arm_obj
174+
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
175+
edit_bones = arm_obj.data.edit_bones
177176
for vs_bone in self.bones:
178177
blender_bone = edit_bones.new(vs_bone.name)
179178
blender_bone.use_relative_parent = False
@@ -221,8 +220,9 @@ def buildGeometry(self):
221220
mat.blend_method = "CLIP" # to handle alpha cutout
222221
# maybe i should consider using a simpler material... VS doesn't need a PBR Material :D
223222
bsdf = mat.node_tree.nodes["Principled BSDF"]
224-
bsdf.inputs["Specular"].default_value = 0
223+
bsdf.inputs["Roughness"].default_value = 0
225224
bsdf.inputs["Metallic"].default_value = 0
225+
bsdf.inputs[12].default_value = 0 # specular
226226
texImage = mat.node_tree.nodes.new("ShaderNodeTexImage")
227227
texImage.image = bpy.data.images.new(str(self.name + "_Tex"+str(i)), self.tim.textureWidth, self.tim.textureHeigth)
228228
texImage.image.pixels = self.tim.textures[i]

WEP.py

Lines changed: 7 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -177,11 +177,11 @@ def buildGeometry(self, material_index = 0):
177177

178178
# https://docs.blender.org/api/current/bpy.types.Mesh.html#bpy.types.Mesh.polygon_layers_int
179179
# we can't store datas on faces, so we store face datas in mesh polygon layers instead
180-
side_layer = blender_mesh.polygon_layers_int.new(name='side')
181-
flag_layer = blender_mesh.polygon_layers_int.new(name='flag')
182-
for face in self.faces:
183-
side_layer.data[face.index].value = face.side
184-
flag_layer.data[face.index].value = face.flag
180+
#side_layer = blender_mesh.polygon_layers_int.new(name='side')
181+
#flag_layer = blender_mesh.polygon_layers_int.new(name='flag')
182+
#for face in self.faces:
183+
# side_layer.data[face.index].value = face.side
184+
# flag_layer.data[face.index].value = face.flag
185185

186186
# Creating Materials & Textures for Blender
187187
# https://docs.blender.org/api/current/bpy.types.Material.html
@@ -210,8 +210,9 @@ def buildGeometry(self, material_index = 0):
210210

211211
# maybe i should consider using a simpler material... VS doesn't need a PBR Material :D
212212
bsdf = mat.node_tree.nodes["Principled BSDF"]
213-
bsdf.inputs["Specular"].default_value = 0
213+
bsdf.inputs["Roughness"].default_value = 0
214214
bsdf.inputs["Metallic"].default_value = 0
215+
bsdf.inputs[12].default_value = 0 # specular
215216
texImage = mat.node_tree.nodes.new("ShaderNodeTexImage")
216217
texImage.image = bpy.data.images.new(str(self.name + "_"+vs_weapon_materials[i]+"_Tex"), self.tim.textureWidth, self.tim.textureHeigth)
217218
texImage.image.pixels = self.tim.textures[i]

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