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:: e.g. "F:\DRG Modding\DRGTools\UModel\umodel.exe" | |
set umodel_path="path to umodel" | |
:: e.g. "F:\DRG Modding\DRGPacker\_unpacked\FSD\Content" | |
set content_path="path to unpacked files content folder" | |
:: e.g. ue4.27 | |
set ue_version=ue4.27 | |
:: e.g. "F:\DRG Modding\DRGPacker\JSON\Blender\SMs" | |
set sm_output_path="output path to static meshes" | |
:: e.g. "F:\DRG Modding\DRGPacker\JSON\Blender\Anims" | |
set anim_output_path="output path to skeletal meshes/anim sequences" |
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@echo off | |
:Save_Backup_Utility | |
set ue_game_save_name=GAMEPROJECTNAMEHERE | |
for /f "tokens=1-3 delims=1234567890 " %%a in ("%time%") Do set "delims=%%a%%b%%c" | |
for /f "tokens=1-4 delims=%delims%" %%G in ("%time%") Do ( | |
set _hh=%%G | |
set _min=%%H | |
set _ss=%%I | |
set _ms=%%J |
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$RootPath = "D:\DEV\TresGame\Source\TresGame" | |
$Confirm = $False # Confirm each step? | |
# *.h | |
Get-ChildItem -Path $RootPath -Filter *.h -Recurse | ForEach-Object { | |
$PathToFile = $_.FullName | |
$ClassName = $_.BaseName | |
$FileContent = Get-Content -Path $PathToFile |
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using System; | |
using System.IO; | |
namespace GenerateBPY { | |
class Program { | |
static void Main(string[] args) | |
{ | |
var inputPath = @"F:\DRG Modding\DRGPacker\JSON\Blender\SMs\"; // Where your static meshes are | |
var outputPath = @"F:\DRG Modding\DRGPacker\JSON\Assets\Game\"; // Where you want your FBX files to go | |
var commandsPath = @"F:\DRG Modding\DRGPacker\JSON\Blender\BlenderCommands\commands.py"; // Where you want your commands file to go |
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DEL "path to files\*.*" /S /Q |
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cd %~1 | |
del /s *.uexp, *.ubulk | |
for /r %%g in (*.uasset) do ( | |
type NUL>%%~dpng.uasset | |
) |
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/* | |
ActorX mesh (psk) and animation (psa) importer for 3ds Max | |
Created: September 18 2009 | |
Author: Konstantin Nosov (aka Gildor) | |
Web page: http://www.gildor.org/projects/unactorx |