extends SceneTree func _initialize() -> void: call_deferred("run") func run() -> void: DirAccess.make_dir_recursive_absolute("res://scenes/equipment") for id: String in ["nade_low","flashbang_low","incendiary_low","smoke_low","ammobox_low"]: var source := (load("res://assets/styloo/%s.glb" % id) as PackedScene).instantiate() as Node3D root.add_child(source) var bounds := AABB() var first := true for mesh: MeshInstance3D in source.find_children("*","MeshInstance3D",true,false): var box := mesh.global_transform*mesh.mesh.get_aabb() bounds = box if first else bounds.merge(box) first = false var scale_factor := (0.44 if id == "ammobox_low" else 0.24)/maxf(bounds.size.x,maxf(bounds.size.y,bounds.size.z)) var shift := -bounds.get_center()*scale_factor # Pickup anchor is 25 cm above the fighter's feet; seat the box on that floor. if id == "ammobox_low": shift.y = -bounds.position.y*scale_factor-0.25 var model := Node3D.new() model.name = "StylooEquipment" model.set_meta("asset_id",id) for mesh: MeshInstance3D in source.find_children("*","MeshInstance3D",true,false): var copy := MeshInstance3D.new() copy.name = mesh.name copy.mesh = mesh.mesh copy.transform = Transform3D(Basis.IDENTITY.scaled(Vector3.ONE*scale_factor),shift)*mesh.global_transform model.add_child(copy) copy.owner = model for surface in mesh.mesh.get_surface_count(): var material := mesh.get_active_material(surface).duplicate() as StandardMaterial3D material.roughness = 1.0 material.metallic = 0.0 material.texture_filter = BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC var path := "res://assets/styloo/%s_%s_%s.tres" % [id,mesh.name,surface] ResourceSaver.save(material,path) copy.set_surface_override_material(surface,load(path)) var packed := PackedScene.new() packed.pack(model) ResourceSaver.save(packed,"res://scenes/equipment/styloo_%s.tscn" % id) model.free() source.free() quit()