Attempting to update addon to 2.8 myself without success

There’s a particular file format import plugin I used in 2.7x that, since it doesn’t seem actively coded, I tried myself to update to 2.8, having some extent of Python knowledge. I’ve followed a pretty comprehensive guide, but I get registration errors regardless.

Disclaimer: While it isn’t my code, it is free but with no specified license. Nonetheless, I’ve left the credits unaltered.

import bpy
import bpy.props
import bpy_extras
import mathutils

from mathutils import Vector, Matrix
from bpy_extras.io_utils import ImportHelper, orientation_helper, axis_conversion, _check_axis_conversion
from bpy.props import *

import bmesh

import re
import glob
import os
import hashlib

from struct import *

bl_info = {
    "name": "Ninja Ripper mesh data (.rip)",
    "author": "Alexander Gavrilov",
    "version": (0, 2),
    "blender": (2, 80, 0),
    "location": "File > Import-Export > Ninja Ripper (.rip) ",
    "description": "Import Ninja Ripper mesh data",
    "warning": "",
    "category": "Import-Export",
}

def read_uint(fh):
    return unpack('I', fh.read(4))[0]

def read_string(fh):
    str = b''
    while True:
        c = fh.read(1)
        if c == b'\0' or c == b'':
            return str.decode('cp437')
        else:
            str = str + c

def concat_attrs(datalists):
    result = []
    for i in range(len(datalists[0])):
        data = []
        for l in datalists:
            data.extend(l[i])
        result.append(data)
    return result

class RipLogInfo(object):
    def __init__(self):
        self.log_file_cache = {}

    def verify_texture_match(self, basename, stages, texlist):
        if len(stages.keys()) != len(texlist):
            print('Texture count mismatch vs log for %s: %d vs %d' %
                    (basename, len(stages.keys()), len(texlist)))
            return False

        for i,key in enumerate(stages.keys()):
            if texlist[i].lower() != stages[key].lower():
                print('Texture name mismatch vs log for %s[%d]: %s vs %s' %
                        (basename, i, stages[key], texlist[i]))
                return False

        return True

    def get_texture_stages(self, filename, texlist):
        dirname, basename = os.path.split(os.path.realpath(filename))
        if dirname == '' or basename == '':
            return None

        logdir, subdir = os.path.split(dirname)
        if logdir == '' or subdir == '':
            return None

        logkey = logdir.lower()
        if logkey not in self.log_file_cache:
            self.log_file_cache[logkey] = self.parse_log(logdir)

        logtable = self.log_file_cache[logkey]
        filetable = logtable.get(subdir.lower(), {})
        stages = filetable.get(basename.lower(), None)

        if stages and self.verify_texture_match(filename, stages, texlist):
            return stages
        else:
            return None

    def find_log(self, logdir):
        if not os.path.isdir(logdir):
            return None

        for file in os.listdir(logdir):
            if file.lower().endswith(".exe.log.txt"):
                return os.path.join(logdir, file)

        return None

    def parse_log(self, logdir):
        logpath = self.find_log(logdir)
        if not logpath:
            return {}

        fh = open(logpath, "rt", encoding='cp437')
        try:
            stage_pattern = re.compile(r'^\S+\s+\S+\s+Texture stage #(\d+)\s.*\\([^\\]+)\\(Tex_\d+_\d+\.dds)\s*$')
            mesh_pattern = re.compile(r'^\S+\s+\S+\s+Mesh saved as:.*\\([^\\]+)\\(Mesh_\d+\.rip)\s*$')
            logtable = {}
            stage_accum = {}

            for line in fh:
                match = mesh_pattern.fullmatch(line)
                if match:
                    subdir = match.group(1).lower()
                    if subdir not in logtable:
                        logtable[subdir] = {}
                    logtable[subdir][match.group(2).lower()] = stage_accum
                    stage_accum = {}
                else:
                    match = stage_pattern.fullmatch(line)
                    if match:
                        stage_accum[int(match.group(1))] = match.group(3)

            return logtable
        finally:
            fh.close()


class HLSLShaderInfo(object):
    def __init__(self, fname):
        self.filename = fname
        self.lines = []
        self.version = None
        self.used_attrs = {}
        self.used_samplers = {}

    def parse_file(self):
        fh = open(self.filename, "rt", encoding='cp437')
        try:
            comment_pattern = re.compile('//|#')
            split_pattern = re.compile('^\s*(\S+)(?:\s+(\S|\S.*\S))?\s*$')

            for line in fh:
                m = comment_pattern.search(line)
                if m:
                    line = line[0:m.start()]

                m = split_pattern.fullmatch(line.lower())
                if not m:
                    continue

                cmd = [m.group(1)]
                if m.group(2):
                    cmd.extend(map(lambda s: s.strip(), m.group(2).split(',')))

                self.lines.append(cmd)

            # Check valid version string:
            if len(self.lines) == 0 or not re.fullmatch('[pv]s_\d+_\d+', self.lines[0][0]):
                return False

            self.version = self.lines[0][0]

            # Scan for use declarations
            declname_pattern = re.compile('dcl_([a-z]+)(?:([0-9]+).*|[^a-z0-9].*)?')

            for cmd in self.lines:
                if len(cmd) < 2 or not cmd[0].startswith('dcl_'):
                    continue
                if cmd[1].startswith('v'):
                    m = declname_pattern.fullmatch(cmd[0])
                    if m:
                        attr = m.group(1).upper()
                        id = int(m.group(2) or 0)
                        if attr not in self.used_attrs:
                            self.used_attrs[attr] = set([id])
                        else:
                            self.used_attrs[attr].add(id)

                elif cmd[1].startswith('s'):
                    m = re.match('^s(\d+)', cmd[1])
                    if m:
                        self.used_samplers[int(m.group(1))] = cmd[0][4:]

            return True
        finally:
            fh.close()

class RipFileAttribute(object):
    def __init__(self, fh):
        self.semantic = read_string(fh)
        self.semantic_index = read_uint(fh)
        self.offset = read_uint(fh)
        self.size = read_uint(fh)
        self.end = self.offset + self.size
        self.items = read_uint(fh)

        format = ''
        codes = ['f', 'I', 'i']
        for j in range(self.items):
            id = read_uint(fh)
            format = format + (codes[id] if id <= 2 else 'I')

        self.format = format
        self.data = []

    def get_hashtag(self):
        return "[%s:%d:%d:%d:%s]" % (self.semantic, self.semantic_index, self.offset, self.size, self.format)

    def parse_vertex(self, buffer):
        self.data.append(unpack(self.format, buffer[self.offset : self.end]))

    def as_floats(self, arity=4, divisor=1.0):
        if self.format == 'f'*min(arity,self.items):
            return self.data
        elif self.format[0:arity] == 'f'*arity:
            return list(map(lambda v: v[0:arity], self.data))
        else:
            def convert(item):
                return tuple(map(lambda v: float(v)/divisor, item[0:arity]))
            return list(map(convert, self.data))

class RipFile(object):
    def __init__(self, filename, riplog=None):
        self.filename = filename
        self.riplog = riplog
        self.dirname = os.path.dirname(filename)
        self.basename = os.path.basename(filename)
        self.faces = []
        self.attributes = []
        self.shaders = []
        self.textures = []
        self.texture_stages = None
        self.num_verts = 0
        self.shader_vert = None
        self.shader_frag = None
        self.data_hash = ""

    def parse_file(self):
        fh = open(self.filename, "rb")
        try:
            magic = read_uint(fh)
            if magic != 0xDEADC0DE:
                raise RuntimeError("Invalid file magic: %08d" % (magic))

            version = read_uint(fh)
            if version != 4:
                raise RuntimeError("Invalid file version: %d" % (version))

            num_faces = read_uint(fh)
            self.num_verts = read_uint(fh)
            block_size = read_uint(fh)
            num_tex = read_uint(fh)
            num_shaders = read_uint(fh)
            num_attrs = read_uint(fh)

            datahash = hashlib.sha1()

            for i in range(num_attrs):
                attr = RipFileAttribute(fh)
                self.attributes.append(attr)
                datahash.update(attr.get_hashtag().encode('utf-8'))

            for i in range(num_tex):
                self.textures.append(read_string(fh))

            if self.riplog:
                self.texture_stages = self.riplog.get_texture_stages(self.filename, self.textures)

            for i in range(num_shaders):
                self.shaders.append(read_string(fh))

            for i in range(num_faces):
                data = fh.read(4*3)
                face = unpack('III', data)

                # Omit degenerate triangles - they are sometimes used to merge strips
                if face[0] != face[1] and face[1] != face[2] and face[0] != face[2]:
                    self.faces.append(face)
                    datahash.update(data)

            datahash.update(b"|")

            for i in range(self.num_verts):
                data = fh.read(block_size)
                datahash.update(data)
                for attr in self.attributes:
                    attr.parse_vertex(data)

            self.data_hash = datahash.hexdigest()
        finally:
            fh.close()

    def parse_shaders(self):
        dirs = [
            self.dirname,
            os.path.join(self.dirname, "..", "Shaders")
        ]

        for fname in self.shaders:
            for dir in dirs:
                path = os.path.join(dir, fname)
                if os.path.isfile(path):
                    shader = HLSLShaderInfo(path)
                    if shader.parse_file():
                        if shader.version.startswith('v'):
                            self.shader_vert = shader
                        else:
                            self.shader_frag = shader
                    break


    def find_attrs(self, semantic):
        return [attr for attr in self.attributes if attr.semantic == semantic]

    def is_used_attr(self, attr):
        if not self.shader_vert:
            return True

        used = self.shader_vert.used_attrs
        return attr.semantic in used and attr.semantic_index in used[attr.semantic]

    def get_textures(self, filter=True):
        samplers = None
        if self.shader_frag and filter:
            samplers = self.shader_frag.used_samplers
        if samplers and len(samplers) == 0:
            return {}

        stages = self.texture_stages

        if not stages:
            return dict(enumerate(self.textures))
        else:
            if filter:
                return dict([(id,stages[id]) for id in stages.keys() if id in samplers])
            else:
                return stages

    def has_textures(self, filter=True):
        return len(self.get_textures(filter)) > 0

class BaseDuplicateTracker(object):
    def __init__(self):
        self.file_hashes = {}
        self.hash_missing_textures = True

    def hash_file(self, fname):
        if not os.path.isfile(fname):
            return None

        try:
            hash = hashlib.sha1()
            with open(fname, "rb") as f:
                for chunk in iter(lambda: f.read(4096), b""):
                    hash.update(chunk)
            return hash.hexdigest()
        except IOError as e:
            print("I/O error(%d): %s" % (e.errno, e.strerror))
            return None

    def get_file_hash(self, filename):
        fullpath = os.path.realpath(filename)
        if fullpath in self.file_hashes:
            return self.file_hashes[fullpath]

        hash = self.hash_file(fullpath)
        self.file_hashes[fullpath] = hash
        return hash

    def is_sharing_mesh(self):
        return False

    def create_texture(self, fullpath):
        try:
            teximage = bpy.data.images.load(fullpath, True)
            if teximage.users > 0:
                for tex in bpy.data.textures:
                    if tex.type == 'IMAGE' and tex.image == teximage:
                        return tex

            name,ext = os.path.splitext(os.path.basename(fullpath))
            texobj = bpy.data.textures.new(name, type='IMAGE')
            texobj.image = teximage
            return texobj

        except Exception as e:
            for tex in bpy.data.textures:
                if tex.type == 'IMAGE' and tex.name == fullpath:
                    return tex

            return bpy.data.textures.new(fullpath, type='IMAGE')

    def get_texture_path(self, fullpath):
        fullpath = os.path.realpath(fullpath)

        # Prefer png files if present
        pngpath = re.sub(r'\.dds$', '.png', fullpath)
        if os.path.isfile(pngpath):
            fullpath = pngpath

        return fullpath

    def get_texture(self, fullpath):
        return self.create_texture(self.get_texture_path(fullpath))

    def material_hash(self, rip, texset):
        hash = hashlib.sha1()
        #hash = ""

        for i in sorted(texset.keys()):
            path = os.path.join(rip.dirname, texset[i])
            texhash = self.get_file_hash(self.get_texture_path(path))
            if texhash is None:
                texhash = os.path.realpath(path) if self.hash_missing_textures else "?"
            chunk = "%d:%s;" % (i,texhash)
            #hash = hash + chunk
            hash.update(chunk.encode("utf-8"))

        return hash.hexdigest()

    def get_material(self, rip, texset):
        mat = bpy.data.materials.new(rip.basename)

        first = True
        for i in texset.keys():
            tex = texset[i]
            imgtex = self.get_texture(os.path.join(rip.dirname, tex))

            slot = mat.texture_slots.create(i)
            slot.texture = imgtex
            slot.use = first
            first = False

        mat['ninjarip_datakey'] = self.material_hash(rip, texset)
        return mat

    def get_mesh(self, key, callback):
        mesh = callback()
        mesh['ninjarip_datakey'] = key
        return mesh

    def get_object(self, key, callback):
        obj = callback()
        obj['ninjarip_datakey'] = key
        return obj


class DuplicateTracker(BaseDuplicateTracker):
    def __init__(self):
        super(DuplicateTracker,self).__init__()
        self.texture_duptable = {}
        self.material_duptable = {}
        self.mesh_duptable = {}
        self.obj_duptable = {}

    def create_texture(self, fullpath):
        texhash = self.get_file_hash(fullpath)
        if texhash is not None and texhash in self.texture_duptable:
            return self.texture_duptable[texhash]

        texobj = super(DuplicateTracker,self).create_texture(fullpath)

        if texhash is not None:
            texobj['ninjarip_datakey'] = texhash
            self.texture_duptable[texhash] = texobj

        return texobj

    def get_material(self, rip, texset):
        mathash = self.material_hash(rip, texset)
        if mathash in self.material_duptable:
            return self.material_duptable[mathash]

        mat = super(DuplicateTracker,self).get_material(rip, texset)
        mat['ninjarip_datakey'] = mathash
        self.material_duptable[mathash] = mat
        return mat

    def is_sharing_mesh(self):
        return True

    def get_mesh(self, key, callback):
        if key in self.mesh_duptable:
            return self.mesh_duptable[key]

        mesh = callback()
        mesh['ninjarip_datakey'] = key
        self.mesh_duptable[key] = mesh
        return mesh

    def get_object(self, key, callback):
        if key in self.obj_duptable:
            return self.obj_duptable[key]

        obj = callback()
        obj['ninjarip_datakey'] = key
        self.obj_duptable[key] = obj
        return obj

    def init_duplicate_tables(self):
        for tex in bpy.data.textures:
            if tex.type == 'IMAGE' and 'ninjarip_datakey' in tex:
                self.texture_duptable[tex['ninjarip_datakey']] = tex

        for mat in bpy.data.materials:
            if 'ninjarip_datakey' in mat:
                self.material_duptable[mat['ninjarip_datakey']] = mat

        for mesh in bpy.data.meshes:
            if 'ninjarip_datakey' in mesh:
                self.mesh_duptable[mesh['ninjarip_datakey']] = mesh

        for obj in bpy.data.objects:
            if 'ninjarip_datakey' in obj:
                self.obj_duptable[obj['ninjarip_datakey']] = obj


class RipConversion(object):
    def __init__(self):
        self.matrix = Matrix().to_3x3()
        self.flip_winding = False
        self.use_normals = True
        self.use_weights = True
        self.filter_unused_attrs = True
        self.filter_unused_textures = True
        self.normal_max_int = 255
        self.normal_scale = [(1.0, 0.0)] * 3
        self.uv_max_int = 255
        self.uv_scale = [(1.0, 0.0)] * 2
        self.filter_duplicates = False
        self.attr_override_table = None
        self.dedup = BaseDuplicateTracker()

    def find_attrs(self, rip, semantic):
        if self.attr_override_table:
            if semantic in self.attr_override_table:
                return [rip.attributes[i] for i in self.attr_override_table[semantic] if i < len(rip.attributes)]
            else:
                return []
        else:
            return rip.find_attrs(semantic)

    def find_attrs_used(self, rip, semantic, filter=True):
        attrs = self.find_attrs(rip, semantic)

        if rip.shader_vert and filter:
            return [attr for attr in attrs if rip.is_used_attr(attr)]

        return attrs

    def scale_normal(self, comp, val):
        return val * self.normal_scale[comp][0] + self.normal_scale[comp][1]

    def convert_normal(self, rip, vec_id, norm):
        return (self.scale_normal(0,norm[0]), self.scale_normal(1,norm[1]), self.scale_normal(2,norm[2]))

    def find_normals(self, rip):
        return self.find_attrs_used(rip, 'NORMAL', self.filter_unused_attrs)

    def get_normals(self, rip):
        normals = self.find_normals(rip)
        if len(normals) == 0:
            return None

        normdata = normals[0].as_floats(3, self.normal_max_int)
        for i in range(len(normdata)):
            normdata[i] = self.convert_normal(rip, i, normdata[i])
        return normdata

    def scale_uv(self, comp, val):
        return val * self.uv_scale[comp][0] + self.uv_scale[comp][1]

    def convert_uv(self, rip, vec_id, uv):
        return (self.scale_uv(0,uv[0]), self.scale_uv(1,uv[1]))

    def find_uv_maps(self, rip):
        return self.find_attrs_used(rip, 'TEXCOORD', self.filter_unused_attrs)

    def get_uv_maps(self, rip):
        maps = self.find_uv_maps(rip)
        if len(maps) == 0:
            return []

        # Output each pair of UV values as a map
        all_uvs = concat_attrs(list(map(lambda attr: attr.as_floats(4, self.uv_max_int), maps)))

        count = int((len(all_uvs[0])+1)/2)
        result_maps = []
        for i in range(count):
            result_maps.append([])

        for i in range(rip.num_verts):
            data = all_uvs[i]
            for j in range(count):
                pair = data[2*j:2*j+2]
                if len(pair) == 1:
                    pair = (pair[0], 0.0)
                result_maps[j].append(self.convert_uv(rip, i, pair))

        return result_maps

    def find_colors(self, rip):
        return self.find_attrs_used(rip, 'COLOR', self.filter_unused_attrs)

    def get_weight_groups(self, rip):
        indices = self.find_attrs_used(rip, 'BLENDINDICES', self.filter_unused_attrs)
        weights = self.find_attrs_used(rip, 'BLENDWEIGHT', self.filter_unused_attrs)
        if len(indices) == 0 or len(weights) == 0:
            return {}

        all_indices = concat_attrs(list(map(lambda attr: attr.data, indices)))
        all_weights = concat_attrs(list(map(lambda attr: attr.as_floats(), weights)))
        count = min(len(all_indices[0]), len(all_weights[0]))
        groups = {}

        for i in range(rip.num_verts):
            for j in range(count):
                idx = all_indices[i][j]
                weight = all_weights[i][j]
                if weight != 0:
                    if idx not in groups:
                        groups[idx] = {}
                    groups[idx][i] = weight

        return groups

    def apply_matrix(self, vec):
        return self.matrix * Vector(vec).to_3d()

    def apply_matrix_list(self, lst):
        return list(map(self.apply_matrix, lst))

    def convert_mesh(self, rip):
        pos_attrs = self.find_attrs(rip, 'POSITION')
        if len(pos_attrs) == 0:
            pos_attrs = rip.attributes[0:1]

        vert_pos = self.apply_matrix_list(pos_attrs[0].as_floats(3))

        # Rewind triangles when necessary
        faces = rip.faces
        if (self.matrix.determinant() < 0) != self.flip_winding:
            faces = list(map(lambda f: (f[1],f[0],f[2]), faces))

        # Create mesh
        mesh = bpy.data.meshes.new(rip.basename)
        mesh.from_pydata(vert_pos, [], faces)

        # Assign normals
        mesh.polygons.foreach_set("use_smooth", [True] * len(faces))

        if self.use_normals:
            normals = self.get_normals(rip)
            if normals is not None:
                mesh.use_auto_smooth = True
                mesh.show_normal_vertex = True
                mesh.show_normal_loop = True
                mesh.normals_split_custom_set_from_vertices(self.apply_matrix_list(normals))

        mesh.update()

        # Switch to bmesh
        bm = bmesh.new()
        vgroup_names = []
        try:
            bm.from_mesh(mesh)
            bm.verts.ensure_lookup_table()

            # Create UV maps
            uv_maps = self.get_uv_maps(rip)

            for idx,uvdata in enumerate(uv_maps):
                layer = bm.loops.layers.uv.new('uv'+str(idx))

                for i,vert in enumerate(bm.verts):
                    uv = mathutils.Vector(uvdata[i])
                    for loop in vert.link_loops:
                        loop[layer].uv = uv

            # Create color maps
            colors = self.find_colors(rip)

            def add_color_layer(name,cdata):
                layer = bm.loops.layers.color.new(name)
                for i,vert in enumerate(bm.verts):
                    color = mathutils.Vector(cdata[i])
                    for loop in vert.link_loops:
                        loop[layer] = color

            for idx,cattr in enumerate(colors):
                if cattr.items < 3:
                    continue

                cdata = cattr.as_floats(4, 255)
                add_color_layer('color'+str(idx), list(map(lambda v: v[0:3], cdata)))

                if cattr.items == 4:
                    add_color_layer('alpha'+str(idx), list(map(lambda v: (v[3],v[3],v[3]), cdata)))

            # Create weight groups
            if self.use_weights:
                groups = self.get_weight_groups(rip)

                for group in sorted(groups.keys()):
                    id = len(vgroup_names)
                    vgroup_names.append(str(group))
                    layer = bm.verts.layers.deform.verify()
                    weights = groups[group]

                    for vid in weights.keys():
                        bm.verts[vid][layer][id] = weights[vid]

            bm.to_mesh(mesh)
        finally:
            bm.free()

        # Finalize
        mesh.update()

        if self.dedup.is_sharing_mesh():
            mesh.materials.append(None)

        if len(vgroup_names) > 0:
            mesh["ninjarip_vgroups"] = ','.join(vgroup_names);

        return mesh

    def mesh_datakey(self, rip):
        key = rip.data_hash
        if self.filter_unused_attrs and rip.shader_vert:
            indices = [str(i) for i in range(len(rip.attributes)) if rip.is_used_attr(rip.attributes[i])]
            key = key + ':' + ','.join(indices)
        return key

    def create_object(self, rip, obj_name, mesh, mat):
        nobj = bpy.data.objects.new(obj_name, mesh)

        if mat:
            if self.dedup.is_sharing_mesh():
                nobj.material_slots[0].link = 'OBJECT'
                nobj.material_slots[0].material = mat
            else:
                mesh.materials.append(mat)

        if 'ninjarip_vgroups' in mesh:
            for vname in mesh["ninjarip_vgroups"].split(','):
                nobj.vertex_groups.new('blendweight'+vname)

        for i in range(len(rip.shaders)):
            nobj["shader_"+str(i)] = rip.shaders[i]

        return nobj

    def convert_object(self, rip, scene, obj_name):
        mesh_key = self.mesh_datakey(rip)
        mesh = self.dedup.get_mesh(mesh_key, lambda: self.convert_mesh(rip))

        # Textures
        texset = rip.get_textures(self.filter_unused_textures)

        mat = None
        matkey = '*'
        if len(texset) > 0:
            mat = self.dedup.get_material(rip, texset)
            matkey = mat['ninjarip_datakey']

        # Create or find object
        objkey = '|'.join([mesh_key,matkey])

        if self.filter_duplicates:
            nobj = self.dedup.get_object(objkey, lambda: self.create_object(rip, obj_name, mesh, mat))
        else:
            nobj = self.create_object(rip, obj_name, mesh, mat)
            nobj['ninjarip_datakey'] = objkey

        # Select object
        found = False

        for o in scene.objects:
            o.select_set(False)
            if o == nobj:
                found = True

        if not found:
            scene.objects.link(nobj)
            scene.update()

        nobj.select_set(True)
        scene.objects.active = nobj

        return nobj

@orientation_helper(axis_forward='Y', axis_up='Z')
class RipImporter(bpy.types.Operator, ImportHelper):
    """Load Ninja Ripper mesh data"""
    bl_idname = "import_mesh.rip"
    bl_label = "Import RIP"
    bl_options = {'PRESET', 'UNDO'}

    filename_ext = ".rip"
    filter_glob = StringProperty(default="*.rip", options={'HIDDEN'})
    directory = StringProperty(options={'HIDDEN'})
    files = CollectionProperty(name="File Path", type=bpy.types.OperatorFileListElement)

    flip_x_axis = BoolProperty(
        default=False, name="Invert X axis",
        description="Flip the X axis values of the model"
    )
    flip_winding = BoolProperty(
        default=False, name="Flip winding",
        description="Invert triangle winding (NOTE: Invert X Axis is taken into account!)"
    )

    use_normals = BoolProperty(
        default=True, name="Import custom normals",
        description="Import vertex normal data as custom normals"
    )
    normal_int = IntProperty(
        default = 255, name="Int Normal divisor",
        description="Divide by this value if the normal data type is integer"
    )
    normal_mul = FloatVectorProperty(
        size=3,default=(1.0,1.0,1.0),step=1,
        name="Scale",subtype='XYZ',
        description="Multiply the raw normals by these values"
    )
    normal_add = FloatVectorProperty(
        size=3,default=(0.0,0.0,0.0),step=1,
        name="Offset",subtype='TRANSLATION',
        description="Add this to the scaled normal coordinates"
    )

    uv_int = IntProperty(
        default = 255, name="Int UV divisor",
        description="Divide by this value if the UV data type is integer"
    )
    uv_mul = FloatVectorProperty(
        size=2,default=(1.0,1.0),step=1,
        name="Scale",subtype='XYZ',
        description="Multiply the raw UVs by these values"
    )
    uv_add = FloatVectorProperty(
        size=2,default=(0.0,0.0),step=1,
        name="Offset",subtype='TRANSLATION',
        description="Add this to the scaled UV coordinates"
    )
    uv_flip_y = BoolProperty(
        name = "Flip Vertical",
        description="Additionally apply a 1-V transform"
    )

    use_weights = BoolProperty(
        default=True, name="Import blend weights",
        description="Import vertex blend weight data as vertex groups"
    )

    use_shaders = BoolProperty(
        default=False, name="Filter by shader inputs",
        description="Scan the dumped shader code to filter unused attributes"
    )

    filter_unused_attrs = BoolProperty(
        default=True, name="Skip unused attributes",
        description="Do not import attributes unused in the current shader"
    )

    filter_unused_textures = BoolProperty(
        default=True, name="Skip unused textures",
        description="Do not import textures unused in the current shader"
    )

    skip_untextured = BoolProperty(
        default=False, name="Skip if untextured",
        description="Skip meshes that don't use any textures (e.g. from zbuffer prefill pass)"
    )

    detect_duplicates = BoolProperty(
        default=False, name="Detect duplication",
        description="Detect and share identical meshes and textures. Attaches materials to objects instead of mesh."
    )
    cross_duplicates = BoolProperty(
        default=False, name="Cross-import tracking",
        description="Track duplication across multiple imports. WARNING: does not detect edits to objects or changing import settings."
    )
    notex_duplicates = BoolProperty(
        default=False, name="Ignore missing textures",
        description="Missing texture files don't contribute to hashes for duplicate detection. Useful if you deleted dynamic textures like depth or shadow data."
    )
    skip_duplicates = BoolProperty(
        default=False, name="Skip full duplicates",
        description="Skip meshes that have exactly the same data and textures"
    )

    override_attrs = BoolProperty(
        default=False, name="Override attribute types",
        description="Manually specify which attribute indices to use for what data"
    )

    override_pos = StringProperty(
        default="0", name="Position", description="Attribute index specifying position"
    )
    override_normal = StringProperty(
        default="1", name="Normal", description="Attribute index specifying normal"
    )
    override_uv = StringProperty(
        default="2", name="UV", description="Comma-separated attribute indices specifying UV coordinates"
    )
    override_color = StringProperty(
        default="", name="Color", description="Comma-separated attribute indices specifying vertex colors"
    )
    override_index = StringProperty(
        default="", name="Index", description="Comma-separated attribute indices specifying blend indices"
    )
    override_weight = StringProperty(
        default="", name="Weight", description="Comma-separated attribute indices specifying blend weights"
    )

    override_props = [
        ('POSITION', 'override_pos'),
        ('NORMAL', 'override_normal'),
        ('TEXCOORD', 'override_uv'),
        ('COLOR', 'override_color'),
        ('BLENDINDICES', 'override_index'),
        ('BLENDWEIGHT', 'override_weight')
    ]

    def check(self, context):
        change = _check_axis_conversion(self)

        for tag, prop in self.override_props:
            val = getattr(self, prop)
            newval = re.sub(r'[^0-9,]','',val)
            newval = re.sub(r'(^,+|,+$)','',newval)
            newval = re.sub(r',,+',',',newval)
            if newval != val:
                setattr(self, prop, newval)
                change = True

        return change

    def draw(self, context):
        self.layout.operator('file.select_all_toggle')

        rot = self.layout.box()
        rot.prop(self, "axis_forward")
        rot.prop(self, "axis_up")
        row = rot.row()
        row.prop(self, "flip_x_axis")
        row.prop(self, "flip_winding")

        misc = self.layout.box()
        misc.prop(self, "use_weights")
        misc.prop(self, "skip_untextured")
        misc.prop(self, "detect_duplicates")

        if self.detect_duplicates:
            dup = misc.row()
            dup.column().separator()
            dup = dup.column()
            dup.prop(self, "cross_duplicates")
            dup.prop(self, "notex_duplicates")
            dup.prop(self, "skip_duplicates")

        uv = self.layout.box()
        uv.prop(self, "uv_int")
        row = uv.row()
        row.column().prop(self, "uv_mul")
        row.column().prop(self, "uv_add")
        uv.prop(self, "uv_flip_y")

        norm = self.layout.box()
        norm.prop(self, "use_normals")
        if self.use_normals:
            norm.prop(self, "normal_int")
            row = norm.row()
            row.column().prop(self, "normal_mul")
            row.column().prop(self, "normal_add")

        shd = self.layout.box()
        shd.prop(self, "use_shaders")
        if self.use_shaders:
            shd.prop(self, "filter_unused_attrs")
            shd.prop(self, "filter_unused_textures")

        ovr = self.layout.box()
        ovr.prop(self, "override_attrs")
        if self.override_attrs:
            ovr.prop(self, "override_pos")
            ovr.prop(self, "override_normal")
            ovr.prop(self, "override_uv")
            ovr.prop(self, "override_color")
            ovr.prop(self, "override_index")
            ovr.prop(self, "override_weight")


    def get_normal_scale(self, i):
        return (self.normal_mul[i], self.normal_add[i])

    def get_uv_scale(self, i):
        if self.uv_flip_y and i == 1:
            return (-self.uv_mul[i], 1.0-self.uv_add[i])
        else:
            return (self.uv_mul[i], self.uv_add[i])

    def execute(self, context):
        fnames = [f.name for f in self.files]
        if len(fnames) == 0 or not os.path.isfile(os.path.join(self.directory,fnames[0])):
            self.report({'ERROR'}, 'No file is selected for import')
            return {'FINISHED'}

        matrix = axis_conversion(from_forward=self.axis_forward, from_up=self.axis_up)
        if self.flip_x_axis:
            matrix = Matrix.Scale(-1, 3, (1.0, 0.0, 0.0)) * matrix

        conv = RipConversion()

        conv.matrix = matrix
        conv.flip_winding = self.flip_winding
        conv.use_normals = self.use_normals
        conv.use_weights = self.use_weights
        conv.filter_unused_attrs = self.filter_unused_attrs
        conv.filter_unused_textures = self.filter_unused_textures
        conv.normal_max_int = self.normal_int
        conv.normal_scale = list(map(self.get_normal_scale, range(3)))
        conv.uv_max_int = self.uv_int
        conv.uv_scale = list(map(self.get_uv_scale, range(2)))

        if self.detect_duplicates:
            conv.dedup = DuplicateTracker()
            conv.dedup.hash_missing_textures = not self.notex_duplicates
            if self.cross_duplicates:
                conv.dedup.init_duplicate_tables()
            conv.filter_duplicates = self.skip_duplicates

        if self.override_attrs:
            table = {}
            for tag, prop in self.override_props:
                vals = getattr(self, prop).split(',')
                nums = map(int, filter(lambda s: re.fullmatch(r'^\d+$',s), vals))
                table[tag] = list(nums)
            conv.attr_override_table = table

        riplog = RipLogInfo() if self.use_shaders else None

        for file in sorted(fnames):
            rf = RipFile(os.path.join(self.directory, file), riplog)
            rf.parse_file()
            if self.use_shaders:
                rf.parse_shaders()
            if self.skip_untextured and not rf.has_textures():
                continue
            conv.convert_object(rf, context.scene, file)

        return {'FINISHED'}

    def invoke(self, context, event):
        context.window_manager.fileselect_add(self)
        return {'RUNNING_MODAL'}


def menu_import(self, context):
    self.layout.operator(RipImporter.bl_idname, text="Ninja Ripper (.rip)")

classes = (
    RipLogInfo,
    HLSLShaderInfo,
    RipFileAttribute,
    RipFile,
    BaseDuplicateTracker,
    DuplicateTracker,
    RipConversion,
    RipImporter
)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.types.INFO_MT_file_import.append(menu_import)

def unregister():
    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)
    bpy.types.INFO_MT_file_import.remove(menu_import)

if __name__ == "__main__":
    register()

Paste the errors. Also take a look at

https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Addons

Try replacing the bottom lines with the code snippet below (be sure to replace the funcs and/or variables with the same name). It got the script to register and show up in the import menu for me. But I can’t promise the code is correct as i can’t test the import function, and there will probably also be more lines that need to be updated for 2.80.

Hopefully it’ll at least solve your initial problem.

classes = [
    RipImporter
    ]

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.types.TOPBAR_MT_file_import.append(menu_import)

def unregister():
    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)
    bpy.types.TOPBAR_MT_file_import.remove(menu_import)

if __name__ == "__main__":
    register()

Yeah I found that it’s TOPBAR now, not INFO, however, I’m getting this now and backtracing this is putting a knot in my brain:

alguem conseguiu?

dunno if you ever got this solved or not but the exception is pretty clear- bmloopcol is expecting four components and you’re giving it three. my guess is that you need to add an alpha channel to your color