TMB import script

I’ve been trying to create an import script for a binary format used by a game. I found a somewhat similar script and have been modifying it, but I’m not very good with python or the blender API.

Would someone be willing to take a look at what I have so far, and check for (primarily at this point) python/blenderAPI correctness?

Shouldn’t you try and use Blender 2.5 (it is now near beta) …?

If I had any idea whatsoever how to do so, then maybe.

Open Blender, create a TEXT area, copy your code in there and hit ALT+P to run the script. If it run w/o errors and does what you would like to = your script is finally ready!

Regards,

Good morning. I also have the same problem and the code to export is the following one. I clarify I need script to export of blender to .tmb does not matter of the version of belnder that hagn script, thanks community.

“”" Name: ‘Tantra Online (*.tmb)…’
Blender: 246
Group: ‘Import’
Tooltip: ‘Import Tantra Online *.tmb game files’
“”"

author = ‘Peter S. Stevens’
email = ‘pstevens:cryptomail*org’
url = (‘blender’, ‘elysiun’, ‘Project homepage, http://www.ragezone.com/’)
version = ‘09.05.0a’
bpydoc = “”"
This script imports Tantra Online *.tmb game files
“”"
import Blender
import struct

def tmb_read_mesh(file_object, revision):
data_chunk = file_object.read(256) # Read mesh name

  name = data_chunk[0:data_chunk.find('\0', 0)]
  
  print "mesh %s start 0x%x" % (name, file_object.tell() - 256)
  
  data_chunk = file_object.read(4) # Read vertex count
  
  vertex_count = struct.unpack('<I', data_chunk)[0]
  
  print "	vertex count %d" % vertex_count
  
  mesh_object = Blender.Object.New('Mesh', name)
  
  mesh = mesh_object.getData(mesh = True)
  
  if mesh is None:
      mesh = Blender.Mesh.New(name)
      
      mesh_object.link(mesh)
  
  mesh.vertexUV = True
  
  for x in xrange(vertex_count): # Read vertex positions
      data_chunk = file_object.read(12)
      
      position = Blender.Mathutils.Vector(struct.unpack('<3f', data_chunk))
      
      mesh.verts.extend(position)
  
  for x in xrange(vertex_count): # Read vertex normals
      data_chunk = file_object.read(12)
      
      normal = Blender.Mathutils.Vector(struct.unpack('<3f', data_chunk))
      
      vertex = mesh.verts[x]
      
      vertex.no = normal
  
  for x in xrange(vertex_count): # Read texture coordinates
      data_chunk = file_object.read(8)
      
      uv_coordinates = Blender.Mathutils.Vector(struct.unpack('<2f', data_chunk))
      
      vertex.uvco = uv_coordinates
  
  data_chunk = file_object.read(4)
  
  matrix_count = struct.unpack('<I', data_chunk)[0]
  
  print "	matrix count %d" % matrix_count
  
  if matrix_count > 1:
      data_chunk = file_object.read(4 * (matrix_count - 1))
  
  for x in xrange(matrix_count):
      data_chunk = file_object.read(64) # Read matrix
  
  data_chunk = file_object.read(12)
  
  x_count, face_count = struct.unpack_from('<2I', data_chunk, 4)
  
  if matrix_count > 1:
      data_chunk = file_object.read(4 * (matrix_count - 1))
  
  print "	face count %d, %d" % (x_count, face_count)
  
  for x in xrange(face_count):
      data_chunk = file_object.read(12)
      
      face_vertices = [mesh.verts[y] for y in struct.unpack('<3I', data_chunk)]
      
      mesh.faces.extend(face_vertices)
      
      face = mesh.faces[-1]
      
      face.uv = [vertex.uvco for vertex in face_vertices]
  
  for x in xrange(matrix_count):
      data_chunk = file_object.read(256) # Read texture file name
      
      texture_file_name = data_chunk[0:data_chunk.find('\0', 0)]
      
      print "	texture %d: %s" % (x, texture_file_name)
  
  data_chunk = file_object.read(40)
  
  if revision == 2:
      data_chunk = file_object.read(8)
      
      joint_count, unknown_0 = struct.unpack('<2I', data_chunk) # Read joint count
      
      for x in xrange(joint_count):
          data_chunk = file_object.read(256)
          
          joint_name = data_chunk[0:data_chunk.find('\0', 0)]
          
          print "	joint %s" % joint_name
      
      unknown_1 = []
      
      for x in xrange(unknown_0):
          data_chunk = file_object.read(4)
          
          unknown_1.append(struct.unpack('<I', data_chunk)[0])
      
      for unknown in unknown_1:
          for x in xrange(unknown):
              data_chunk = file_object.read(8)
      
      data_chunk = file_object.read(4) # unknown_0
      
      unknown_2 =  struct.unpack('<I', data_chunk)[0]
      
      unknown_3 = []
      
      for x in xrange(unknown_2):
          data_chunk = file_object.read(4)
          
          unknown_3.append(struct.unpack('<I', data_chunk)[0])
      
      for unknown in unknown_3:
          for x in xrange(unknown):
              data_chunk = file_object.read(4)
      
      for x in xrange(vertex_count):
          data_chunk = file_object.read(12)
  
  print "mesh %s end 0x%x" % (name, file_object.tell())
  
  return mesh_object

def tmb_read(file_path):
file_object = None

  try:
      file_object = open(file_path, 'rb')
      
      data_chunk = file_object.read(12) # Read header chunk
      
      unknown_0, revision, mesh_count = struct.unpack('<3I', data_chunk)
      
      print "mesh count %d" % mesh_count
      
      mesh_objects = []
      
      for x in xrange(mesh_count):
          mesh_objects.append(tmb_read_mesh(file_object, revision))
      
      scene = Blender.Scene.GetCurrent()
      
      for mesh_object in mesh_objects:
          scene.objects.link(mesh_object)
  except IOError, (errno, strerror):
      Blender.Draw.PupMenu("Error%%t|I/O error(%d): %s." % (errno, strerror))
  except Exception, err:
      Blender.Draw.PupMenu("Error%%t|.%s" % err)
  finally:
      if file_object is not None:
          file_object.close()

def main():
def tmb_file_selector(file_path):
if file_path and not Blender.sys.exists(file_path):
Blender.Draw.PupMenu(“Error%%t|The file %s does not exist.” % file_path)
else:
tmb_read(file_path)

  Blender.Window.FileSelector(tmb_file_selector, 'Ok', Blender.sys.makename(ext='.tmb'))

if name == “main”:
main()