given the gui additions, and theoretical pie 5 support, i'm calling this version 1.0. too much changed for me to remember, and still outstanding is the issue that the teamcolor code assumes 8 frames: fixing that will be my next priority, and i have at least one definite fallback approach for that, if i can't find a cleaner and more flexible method.
EDIT -- partial changelog:
- each level now has a more fitting name -- the mesh of level 2 will now be named PIE_LEVEL_2. eventually that may be shorted to just LEVEL_2, but in either case, export levels is probably not supported atm (will be soon, though).
- likewise, connectors are named "CONNECTOR_1", "CONNECTOR_2", etc. i don't recall if this is a new addition, but i did remove the import constraint on the number of connectors (used to discard all but the first 3 connectors) since things might be different now with watermelon's multi-turret support, and/or may change in the future to support more than 3 connectors.
- will automatically find all close texpage matches based on the filename, and will always allow you to choose between alternatives or add new alternatives before import
- any PIE errors (malformed points, for example) will be reported at the end of import and an option will be given to save the import log to a file. pie.py was designed to be an error-resistant parser, and pie_import.py will do its best to import pies as cleanly as possible, even very broken ones, but will never violate some structural constraints (for example, while parsing polygons, if a non polygon is encountered before it is expected, it will discard any further polygons until the next valid LEVEL -> (POINTS, POLYGONS) block is encountered). eventually, i plan to add support for loading that discarded data into a seperate mesh, so that you have a "clean and trusted" mesh and a "clean data + best guess data" mesh for every level.
- pie 5 support: should load floating point points in all cases, and if PIE 5 is encountered, texture coords will be expected to be in the [0.0-1.0] range.
- should handle pie 2 coords like warzone does, regardless of actual texture size, though this is fairly untested.
- teamcolor code was changed to work in a way i can understand: don't know how you did it before, but my hat goes off to whoever created that teamcolors import hack in 0.2 or earlier of pie_import.py.
export script also doesn't export pie 5 texture coords, so that will need to get fixed. have tested it moderately on linux, but haven't done full tests after each change. could use some mac and windows (and other unix variant) testers.
one other note: pie_import.py will need pie.py accessible somewhere in the python path, and will need the attached version of pie.py (not the older one from a previous post). putting both pie_import.py and pie.py in blender's scripts/ dir (within your home directory or if need be in the install path) should be enough to satisfy this requirement.
oh, and devurandom: blpowlab.pie will load now, though i'm don't know how warzone is supposed to interperet polygons that reference the same point more than once, if indeed that is valid, so for now, it just generates fresh points as needed in such instances.
Terminator wrote:
btw. Yesterday I installed Maya8.5 at first time

so there was something connected with python . May .py plugins work there ?
Because MAya a little better than blender ( as for me).
that's cool. it's almost certain that these scripts won't work with maya, since they're specifically designed for blender, but they could probably be ported to maya's interface -- especially the earlier versions of the import/export scripts (before gui additions). pie.py would probably speed up development of a from-scratch version if porting would be too difficult.