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# This workflow will install Python dependencies, run tests and lint with a variety of Python versions | ||
# For more information see: https://help.github.com/actions/language-and-framework-guides/using-python-with-github-actions | ||
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name: Python tests - core | ||
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on: | ||
push: | ||
branches: [ master ] | ||
pull_request: | ||
branches: [ master ] | ||
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jobs: | ||
build: | ||
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runs-on: ubuntu-latest | ||
strategy: | ||
matrix: | ||
python-version: [3.7, 3.8, 3.9] | ||
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steps: | ||
- uses: actions/checkout@v2 | ||
- name: Set up Python ${{ matrix.python-version }} | ||
uses: actions/setup-python@v2 | ||
with: | ||
python-version: ${{ matrix.python-version }} | ||
- name: Install dependencies | ||
run: | | ||
python -m pip install --upgrade pip | ||
pip install flake8 pytest pytest-cov fake-bpy-module-2.93 | ||
if [ -f requirements.txt ]; then pip install -r requirements.txt; fi | ||
- name: Lint with flake8 | ||
run: | | ||
# stop the build if there are Python syntax errors or undefined names | ||
flake8 . --count --select=E9,F63,F7,F82 --show-source --statistics | ||
# exit-zero treats all errors as warnings. The GitHub editor is 127 chars wide | ||
flake8 . --count --exit-zero --max-complexity=10 --max-line-length=127 --statistics | ||
- name: Test with pytest | ||
run: | | ||
pytest -vv --cov=bsp_tool |
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# Byte-compiled / optimized / DLL files | ||
__pycache__/ | ||
*.py[cod] | ||
*$py.class | ||
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# C extensions | ||
*.so | ||
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# Distribution / packaging | ||
.Python | ||
build/ | ||
develop-eggs/ | ||
dist/ | ||
downloads/ | ||
eggs/ | ||
.eggs/ | ||
lib/ | ||
lib64/ | ||
parts/ | ||
sdist/ | ||
var/ | ||
wheels/ | ||
pip-wheel-metadata/ | ||
share/python-wheels/ | ||
*.egg-info/ | ||
.installed.cfg | ||
*.egg | ||
MANIFEST | ||
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# PyInstaller | ||
# Usually these files are written by a python script from a template | ||
# before PyInstaller builds the exe, so as to inject date/other infos into it. | ||
*.manifest | ||
*.spec | ||
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# Installer logs | ||
pip-log.txt | ||
pip-delete-this-directory.txt | ||
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# Unit test / coverage reports | ||
htmlcov/ | ||
.tox/ | ||
.nox/ | ||
.coverage | ||
.coverage.* | ||
.cache | ||
nosetests.xml | ||
coverage.xml | ||
*.cover | ||
*.py,cover | ||
.hypothesis/ | ||
.pytest_cache/ | ||
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# Translations | ||
*.mo | ||
*.pot | ||
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# Django stuff: | ||
*.log | ||
local_settings.py | ||
db.sqlite3 | ||
db.sqlite3-journal | ||
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# Flask stuff: | ||
instance/ | ||
.webassets-cache | ||
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# Scrapy stuff: | ||
.scrapy | ||
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# Sphinx documentation | ||
docs/_build/ | ||
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# PyBuilder | ||
target/ | ||
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# Jupyter Notebook | ||
.ipynb_checkpoints | ||
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# IPython | ||
profile_default/ | ||
ipython_config.py | ||
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# pyenv | ||
.python-version | ||
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# pipenv | ||
# According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control. | ||
# However, in case of collaboration, if having platform-specific dependencies or dependencies | ||
# having no cross-platform support, pipenv may install dependencies that don't work, or not | ||
# install all needed dependencies. | ||
#Pipfile.lock | ||
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# celery beat schedule file | ||
celerybeat-schedule | ||
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# SageMath parsed files | ||
*.sage.py | ||
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# Environments | ||
.env | ||
.venv | ||
env/ | ||
venv/ | ||
ENV/ | ||
env.bak/ | ||
venv.bak/ | ||
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# Spyder project settings | ||
.spyderproject | ||
.spyproject | ||
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# Rope project settings | ||
.ropeproject | ||
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# mkdocs documentation | ||
/site | ||
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# mypy | ||
.mypy_cache/ | ||
.dmypy.json | ||
dmypy.json | ||
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# Pyre type checker | ||
.pyre/ | ||
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# Visual Studio Code | ||
.vscode/ | ||
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# Blender | ||
.blend1 | ||
.blend2 | ||
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# C++ | ||
# Prerequisites | ||
*.d | ||
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# Compiled Object files | ||
*.slo | ||
*.lo | ||
*.o | ||
*.obj | ||
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# Precompiled Headers | ||
*.gch | ||
*.pch | ||
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# Compiled Dynamic libraries | ||
*.so | ||
*.dylib | ||
*.dll | ||
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# Fortran module files | ||
*.mod | ||
*.smod | ||
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# Compiled Static libraries | ||
*.lai | ||
*.la | ||
*.a | ||
*.lib | ||
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# Executables | ||
*.exe | ||
*.out | ||
*.app | ||
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# Other | ||
*.blend[12] |
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# Changelog | ||
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# v1.0.0_b2.93 (~2021) | ||
Initial Release |
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MIT License | ||
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Copyright (c) 2020 Jared Ketterer | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
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The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
SOFTWARE. |
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# io_import_rbsp | ||
Blender 2.93 importer for `rBSP` files (Titanfall Engine `.bsp`) | ||
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<!-- TODO: .gifs for guides --> | ||
## Installation | ||
* Get Blender 2.93+ from [Steam](https://store.steampowered.com/app/365670/Blender/) / [Blender.org](https://www.blender.org/download/) | ||
* Head over to [releases](https://github.com/snake-biscuits/io_import_rbsp/releases/) & download `io_import_rbsp_v1.0.0_b2.93.zip` | ||
Then, in Blender: | ||
* `Edit > Preferences > Add-ons > Install` | ||
* Find `io_import_rbsp_v1.0.0_b2.93.zip` | ||
* Click `Install Addon` | ||
* Check the box to enable `Import-Export: io_import_rbsp` | ||
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## Usage | ||
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> WARNING: Titanfall Engine maps are huge | ||
> Imports can take multiple minutes and a few GB of RAM for the geometry alone | ||
> Test a small map before loading Olympus and setting your PC on fire | ||
### Extracting `.bsp`s | ||
You will need to extract `.bsp`, `.bsp_lump` & `.ent` files for any map you want to extract. To do this: | ||
* Grab a [Respawn VPK extractor](#Respawn-VPK) | ||
* Locate the `.vpk`s for the game you want to work with (game must be installed) | ||
- `Titanfall/vpk/` | ||
- `Titanfall2/vpk/` | ||
- `Apex Legends/vpk/` | ||
* Open the `*.bsp.pak000_dir.vpk` for the map you want to load | ||
- Titanfall 2 map names can be found here: [NoSkill Modding Wiki](https://noskill.gitbook.io/titanfall2/documentation/file-location/vpk-file-names) | ||
- Lobbies are stored in `mp_common.bsp.pak000_dir.vpk` | ||
* Extract the `.bsp`, `.ent`s & `.bsp_lumps` from the `maps/` folder to someplace you'll remember | ||
- each `.vpk` holds assets for one `.bsp` (textures and models are stored elsewhere) | ||
<!-- TODO: Materials & Models --> | ||
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### Blender Importer | ||
Once you've extracted the files you need: | ||
* `File > Import > Titanfall Engine .bsp` | ||
* Select the `.bsp` (`.bsp_lump` & `.ent` files need to be in the same folder) | ||
* Choose your settings | ||
* Click Import | ||
* Wait a few minutes (Can easily take 1hr+ on Apex Legends maps) | ||
<!-- Cry when it breaks and send me an e-mail to fix it --> | ||
<!-- Materials & Models will require paths set in Preferences & SourceIO --> | ||
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## Related Tools | ||
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### Respawn VPK | ||
* [TitanfallVPKTool](https://github.com/p0358/TitanfallVPKTool) | ||
- by `P0358` | ||
* [UnoVPKTool](https://github.com/Unordinal/UnoVPKTool) | ||
- by `Unordinal` | ||
* [RSPNVPK](https://github.com/squidgyberries/RSPNVPK) | ||
- Fork of `MrSteyk`'s Tool | ||
* [Titanfall_VPKTool3.4_Portable](https://github.com/Wanty5883/Titanfall2/blob/master/tools/Titanfall_VPKTool3.4_Portable.zip) | ||
- by `Cra0kalo` (currently Closed Source) | ||
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### Other | ||
* [SourceIO](https://github.com/REDxEYE/SourceIO) | ||
- GoldSrc & Source Engine importer (`.bsp`, `.vmt`, `.vtf`, `.mdl`) | ||
* [SourceOps](https://github.com/bonjorno7/SourceOps) | ||
- Source Engine model exporter | ||
* [PyD3DBSP](https://github.com/mauserzjeh/PyD3DBSP) (Archived) | ||
- Call of Duty 2 `.bsp` importer | ||
* [blender_io_mesh_bsp](https://github.com/andyp123/blender_io_mesh_bsp) | ||
- Quake 1 `.bsp` importer | ||
* [Blender_BSP_Importer](https://github.com/QuakeTools/Blender_BSP_Importer) | ||
- Quake 3 `.bsp` importer | ||
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## FAQs | ||
* Why can't I see anything? | ||
- Titanfall Engine maps are huge, you need to increase your view distance | ||
- `3D View > N > View > Clip Start: 16, End: 51200` | ||
- You will also need to increase the clipping distance for all cameras | ||
* It broke? Help? | ||
- Ask around on Discord, you might've missed a step someplace | ||
- If you're loading a brand new Apex map, it might not be supported yet | ||
* Can I use this to make custom maps? | ||
- No, we don't know enough about Respawn's `.bsp` format to make compilers | ||
- As easy as it might sound on paper, editing a `.bsp` directly is no small task | ||
* Can I use this for animations? | ||
- Sure! but be sure to credit the tool someplace | ||
- And credit Respawn too! they made the maps in the first place | ||
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### Further Questions | ||
I can be found on the following Titanfall related Discord Servers as `b!scuit#3659`: | ||
* Titanfall 1: [TF Remnant Fleet](https://discord.gg/hKpQeJqdZR) | ||
* Titanfall 2: [NoSkill Community](https://discord.gg/sEgmTKg) | ||
* Apex Legends: [R5Reloaded](https://discord.com/invite/jqMkUdXrBr) | ||
<!-- TODO: add Titanfall Online & Titanfall 2 Custom Servers when they go public --> | ||
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> NOTE: I am a fully time Uni Student in an Australian Timezone | ||
> Don't go expecting an immediate response |
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build script: | ||
pack latest bsp_tool | ||
strip out extensions | ||
build blender addon .zip: | ||
exclude build files & tests | ||
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disclaimers for steyk / dogecore involvement in apex material importing? |
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