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Add terrain mesh extractor
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terrain_mesh_extractor/ExtractTerrainMeshes.py
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terrain_mesh_extractor/ExtractTerrainMeshes.py
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from unitypackff.asset import Asset
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from unitypackff.environment import UnityEnvironment
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import bpy
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import bmesh
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import os
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dongpath = r'C:\Users\gents\AppData\LocalLow\Unity\Web Player\Cache\Fusionfall'
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env = UnityEnvironment(base_path=dongpath)
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outpath = r'C:\Users\gents\3D Objects\FFTerrainMeshes'
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def rip_terrain_mesh(f, outpath):
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dong = Asset.from_file(f, environment=env)
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for k, v in dong.objects.items():
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if v.type == 'TerrainData':
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terrainData = dong.objects[k].read()
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terrain_width = terrainData['m_Heightmap']['m_Width'] - 1
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terrain_height = terrainData['m_Heightmap']['m_Height'] - 1
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# create the terrain
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bpy.ops.mesh.primitive_grid_add(x_subdivisions=terrain_width, y_subdivisions=terrain_height, size=40, enter_editmode=True, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
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context = bpy.context
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grid = context.edit_object
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# apply triangulate modifier
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mod = grid.modifiers.new("Triangulate", 'TRIANGULATE')
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mod.quad_method = 'FIXED' # triangle orientation
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.modifier_apply(modifier="Triangulate")
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bpy.ops.object.mode_set(mode='EDIT')
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bm = bmesh.from_edit_mesh(context.edit_object.data)
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bm.verts.ensure_lookup_table()
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for index, height in enumerate(terrainData['m_Heightmap']['m_Heights']):
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height = height / terrainData['m_Heightmap']['m_Scale']['y']
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bm.verts[index].co.z = height
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indices = []
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shift_amt = abs(bm.verts[0].co.x - bm.verts[1].co.x)
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# gather m_Shifts positions
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for shift in terrainData['m_Heightmap']['m_Shifts']:
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shift_index = shift['y'] + shift['x'] * 129
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indices.append(shift_index)
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v = bm.verts[shift_index]
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flags = shift['flags'] # bits: +X -X +Y -Y
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if flags & 0b1000: # +X
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v.co.x += shift_amt
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if flags & 0b0100: # -X
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v.co.x -= shift_amt
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if flags & 0b0010: # +Y
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v.co.y += shift_amt
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if flags & 0b0001: # -Y
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v.co.y -= shift_amt
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# flip to correct orientation
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bpy.ops.object.mode_set(mode="OBJECT")
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.transform.mirror(orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False))
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outfile = f"{k}.fbx"
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bpy.ops.export_scene.fbx(filepath=os.path.join(outpath, outfile))
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# select modified vertices
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#bpy.ops.object.mode_set(mode="EDIT")
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#bm = bmesh.from_edit_mesh(context.edit_object.data)
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#bm.verts.ensure_lookup_table()
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#for v in bm.verts:
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# v.select = False
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#for shift_index in indices:
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# v = bm.verts[shift_index]
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# v.select = True
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# clear the scene
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bpy.ops.object.mode_set(mode="OBJECT")
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.object.delete()
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dongs = os.listdir(dongpath)
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for dongname in dongs:
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if not dongname.endswith("resourceFile"):
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continue
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assets = os.listdir(os.path.join(dongpath, dongname))
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for assetname in assets:
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if not assetname.startswith("CustomAssetBundle"):
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continue
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with open(os.path.join(dongpath, dongname, assetname), "rb") as f:
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outdir = os.path.join(outpath, dongname, assetname)
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os.makedirs(outdir, exist_ok=True)
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rip_terrain_mesh(f, outdir)
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5
terrain_mesh_extractor/README.md
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terrain_mesh_extractor/README.md
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# Terrain Mesh Extractor
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Blender + UPFF script to import terrain data as a mesh into Blender, then apply the shifts property to applicable vertices.
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- Exports as FBX
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- The fbx filenames are the index of the TerrainData object within the asset file
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- Folders for asset bundles that had no terrain objects will be empty
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