Files
zombie-fps/addons/goldsrc/importer/mdl_importer.gd
T
enne2 956a15a525 Add industrial metal soundtrack with seamless loop
- assets/audio/music/zombie_industrial_loop.ogg: 57.60 s Ogg Vorbis loop
  generated locally with YuE2-3B on the Tesla V100 (score written for this
  track; vocals removed with HTDemucs). The loop is spliced at the track's
  structural repeat with a 0.6 s crossfade: measured seam dip <= 1.6 dB.
- scripts/main.gd: "Music" AudioStreamPlayer at -11 dB, started at boot on
  desktop and on the start click on Web (browser autoplay policy). It forces
  stream.loop at runtime because the Web staging step re-imports the OGG with
  loop=false.
- tools/test_music.gd: soundtrack test (loop, length, volume, playback,
  still playing after player death).
- docs/MUSIC.md: source, loop construction, verification, licence.
- docs/WEB-DEPLOY.md: release ab6054111f5919a8 notes.

Initial commit of the project.
2026-10-10 23:11:13 +02:00

113 lines
2.8 KiB
GDScript

@tool
extends EditorImportPlugin
func _get_importer_name() -> String:
return "goldsrc.mdl"
func _get_visible_name() -> String:
return "GoldSrc MDL"
func _get_recognized_extensions() -> PackedStringArray:
return PackedStringArray(["mdl"])
func _get_save_extension() -> String:
return "scn"
func _get_resource_type() -> String:
return "PackedScene"
func _get_preset_count() -> int:
return 1
func _get_preset_name(preset_index: int) -> String:
return "Default"
## What shape of scene this importer builds. 1: meshes merged into one MeshInstance3D per
## bodypart. 2: triangle corners welded back into shared vertices.
##
## Godot records it in each .import file but does not act on a bump — neither --import nor an
## editor session reimports on its own (checked on 4.7). Changing the built scene means clearing
## .godot/imported/*.mdl-* by hand; the number is here so it is visible which build a cache came
## from.
func _get_format_version() -> int:
return 2
func _get_priority() -> float:
return 1.0
func _get_import_order() -> int:
return 0
func _can_import_threaded() -> bool:
return false
func _get_import_options(_path: String, _preset_index: int) -> Array[Dictionary]:
return [
{
"name": "scale_factor",
"default_value": 0.025,
"property_hint": PROPERTY_HINT_RANGE,
"hint_string": "0.001,1.0,0.001",
},
]
func _get_option_visibility(_path: String, _option_name: StringName, _options: Dictionary) -> bool:
return true
func _import(source_file: String, save_path: String, options: Dictionary,
_platform_variants: Array[String], _gen_files: Array[String]) -> Error:
var scale_factor: float = options.get("scale_factor", 0.025)
var mdl := GoldSrcMDL.new()
mdl.set_scale_factor(scale_factor)
var err = mdl.load_mdl(source_file)
if err != OK:
push_error("MDL Importer: Failed to load '%s': %s" % [source_file, error_string(err)])
return err
mdl.build_model()
# Reparent children to a plain Node3D so the saved scene is GDExtension-independent
var root := Node3D.new()
var root_name := source_file.get_file().get_basename()
if root_name.is_empty():
root_name = "mdl_root"
root.name = root_name
# GoldSrc models face -Z after axis swizzle; rotate to match GoldSrc game orientation
root.rotation_degrees.y = 90.0
var children := mdl.get_children()
for child in children:
mdl.remove_child(child)
root.add_child(child)
_set_owner_recursive(root, root)
var scene := PackedScene.new()
var pack_err := scene.pack(root)
if pack_err != OK:
push_error("MDL Importer: Failed to pack scene: %s" % error_string(pack_err))
return pack_err
return ResourceSaver.save(scene, save_path + "." + _get_save_extension())
func _set_owner_recursive(node: Node, owner: Node) -> void:
for child in node.get_children():
child.owner = owner
_set_owner_recursive(child, owner)