Hi guys im trying to reformat objects that a very large in file size and HD textures
main problem is a 200gig of assets in hd and need to reduce the size
I can import them from outside of the unity assets folder and then i need to export each object one at a time
because the memory size fills up and halts unity.
Also i need to Clean the Garbage Memory after i destroy the current object to stop the memory filling up.
So im able to import objects from a file on a hardrive with this
MaterialsToFile(); Wants to Copy the existing file but it cant because it cant find the file from the external hardrive also there split into mutifiles because its hd
I wan to save the current texture to a file from the object
{Selected Object} e.g Terrain Object
-{SubObject Terrain Tile} w texture & mesh
-{SubObject Terrain Tile} w texture & mesh
-{SubObject Terrain Tile} w texture & mesh
-{SubObject Terrain Tile} w texture & mesh
IEnumerator Run() {
//file path
//string filePath = @"F:\VATICMOD\Data\azeroth_37_31.obj";
//string filePath = @"D:\Models\world\maps\silvermooncity\silvermooncity_44_12.obj";
string filePath = "Assets/Resources/world/maps/silvermooncity/be_signpost_eversong.obj";
if (!File.Exists(filePath))
{
Debug.LogError("Please set FilePath in ObjFromFile.cs to a valid path.");
}
//create stream and load
GameObject loadedObj = new OBJLoader().Load(filePath);
Debug.Log(loadedObj.name);
foreach (Transform g in loadedObj.transform)
{
GameObject f = g.gameObject;
f.GetComponent<Renderer>().material.shader = Shader.Find("Standard");
f.GetComponent<Renderer>().material.SetFloat("_Glossiness", 0);
Debug.Log(g.name);
}
// string newPath = "F:/VATICMOD/Assets/Resources/world/maps/silvermooncity/silvermooncity_44_12.fbx";
//FBXExporter.ExportGameObjToFBX(loadedObj, newPath, true, true);
// ObjExporter objExporter = new ObjExporter();
//ObjExporter.MeshToFile(loadedObj.GetComponent<MeshFilter>(),"test.obj");
yield return new WaitForSeconds(0);
}
Then i need to export the object im using a default obj exporter for unity but it wants to copy the texture files and cant find them.
i want to just take the texture that’s loaded from the object and save out to png hopefully it will size smaller that its current version. any help would be appreciated. heres the export script
/*
Based on ObjExporter.cs, this "wrapper" lets you export to .OBJ directly from the editor menu.
This should be put in your "Editor"-folder. Use by selecting the objects you want to export, and select
the appropriate menu item from "Custom->Export". Exported models are put in a folder called
"ExportedObj" in the root of your Unity-project. Textures should also be copied and placed in the
same folder.
N.B. there may be a bug so if the custom option doesn't come up refer to this thread http://answers.unity3d.com/questions/317951/how-to-use-editorobjexporter-obj-saving-script-fro.html
Updated for Unity 5.3
*/
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System;
struct ObjMaterial
{
public string name;
public string textureName;
}
public class EditorObjExporter : ScriptableObject
{
private static int vertexOffset = 0;
private static int normalOffset = 0;
private static int uvOffset = 0;
//User should probably be able to change this. It is currently left as an excercise for
//the reader.
private static string targetFolder = "ExportedObj";
private static string MeshToString(MeshFilter mf, Dictionary<string, ObjMaterial> materialList)
{
Mesh m = mf.sharedMesh;
Material[] mats = mf.GetComponent<Renderer>().sharedMaterials;
StringBuilder sb = new StringBuilder();
sb.Append("g ").Append(mf.name).Append("\n");
foreach (Vector3 lv in m.vertices)
{
Vector3 wv = mf.transform.TransformPoint(lv);
//This is sort of ugly - inverting x-component since we're in
//a different coordinate system than "everyone" is "used to".
sb.Append(string.Format("v {0} {1} {2}\n", -wv.x, wv.y, wv.z));
}
sb.Append("\n");
foreach (Vector3 lv in m.normals)
{
Vector3 wv = mf.transform.TransformDirection(lv);
sb.Append(string.Format("vn {0} {1} {2}\n", -wv.x, wv.y, wv.z));
}
sb.Append("\n");
foreach (Vector3 v in m.uv)
{
sb.Append(string.Format("vt {0} {1}\n", v.x, v.y));
}
for (int material = 0; material < m.subMeshCount; material++)
{
sb.Append("\n");
sb.Append("usemtl ").Append(mats[material].name).Append("\n");
sb.Append("usemap ").Append(mats[material].name).Append("\n");
//See if this material is already in the materiallist.
try
{
ObjMaterial objMaterial = new ObjMaterial();
objMaterial.name = mats[material].name;
if (mats[material].mainTexture)
objMaterial.textureName = AssetDatabase.GetAssetPath(mats[material].mainTexture);
else
objMaterial.textureName = null;
materialList.Add(objMaterial.name, objMaterial);
}
catch (ArgumentException)
{
//Already in the dictionary
}
int[] triangles = m.GetTriangles(material);
for (int i = 0; i < triangles.Length; i += 3)
{
//Because we inverted the x-component, we also needed to alter the triangle winding.
sb.Append(string.Format("f {1}/{1}/{1} {0}/{0}/{0} {2}/{2}/{2}\n",
triangles[i] + 1 + vertexOffset, triangles[i + 1] + 1 + normalOffset, triangles[i + 2] + 1 + uvOffset));
}
}
vertexOffset += m.vertices.Length;
normalOffset += m.normals.Length;
uvOffset += m.uv.Length;
return sb.ToString();
}
private static void Clear()
{
vertexOffset = 0;
normalOffset = 0;
uvOffset = 0;
}
private static Dictionary<string, ObjMaterial> PrepareFileWrite()
{
Clear();
return new Dictionary<string, ObjMaterial>();
}
private static void MaterialsToFile(Dictionary<string, ObjMaterial> materialList, string folder, string filename)
{
using (StreamWriter sw = new StreamWriter(folder + Path.PathSeparator + filename + ".mtl"))
{
foreach (KeyValuePair<string, ObjMaterial> kvp in materialList)
{
sw.Write("\n");
sw.Write("newmtl {0}\n", kvp.Key);
sw.Write("Ka 0.6 0.6 0.6\n");
sw.Write("Kd 0.6 0.6 0.6\n");
sw.Write("Ks 0.9 0.9 0.9\n");
sw.Write("d 1.0\n");
sw.Write("Ns 0.0\n");
sw.Write("illum 2\n");
if (kvp.Value.textureName != null)
{
string destinationFile = kvp.Value.textureName;
int stripIndex = destinationFile.LastIndexOf(Path.PathSeparator);
if (stripIndex >= 0)
destinationFile = destinationFile.Substring(stripIndex + 1).Trim();
string relativeFile = destinationFile;
destinationFile = folder + Path.PathSeparator + destinationFile;
Debug.Log("Copying texture from " + kvp.Value.textureName + " to " + destinationFile);
try
{
//Copy the source file
File.Copy(kvp.Value.textureName, destinationFile);
}
catch
{
}
sw.Write("map_Kd {0}", relativeFile);
}
sw.Write("\n\n\n");
}
}
}
private static void MeshToFile(MeshFilter mf, string folder, string filename)
{
Dictionary<string, ObjMaterial> materialList = PrepareFileWrite();
using (StreamWriter sw = new StreamWriter(folder + Path.PathSeparator + filename + ".obj"))
{
sw.Write("mtllib ./" + filename + ".mtl\n");
sw.Write(MeshToString(mf, materialList));
}
MaterialsToFile(materialList, folder, filename);
}
private static void MeshesToFile(MeshFilter[] mf, string folder, string filename)
{
Dictionary<string, ObjMaterial> materialList = PrepareFileWrite();
using (StreamWriter sw = new StreamWriter(folder + Path.PathSeparator + filename + ".obj"))
{
sw.Write("mtllib ./" + filename + ".mtl\n");
for (int i = 0; i < mf.Length; i++)
{
sw.Write(MeshToString(mf[i], materialList));
}
}
MaterialsToFile(materialList, folder, filename);
}
private static bool CreateTargetFolder()
{
try
{
System.IO.Directory.CreateDirectory(targetFolder);
}
catch
{
EditorUtility.DisplayDialog("Error!", "Failed to create target folder!", "");
return false;
}
return true;
}
[MenuItem("Custom/Export/Export all MeshFilters in selection to separate OBJs")]
static void ExportSelectionToSeparate()
{
if (!CreateTargetFolder())
return;
Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
if (selection.Length == 0)
{
EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
return;
}
int exportedObjects = 0;
for (int i = 0; i < selection.Length; i++)
{
Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter));
for (int m = 0; m < meshfilter.Length; m++)
{
exportedObjects++;
MeshToFile((MeshFilter)meshfilter[m], targetFolder, selection[i].name + "_" + i + "_" + m);
}
}
if (exportedObjects > 0)
EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects", "");
else
EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");
}
[MenuItem("Custom/Export/Export whole selection to single OBJ")]
static void ExportWholeSelectionToSingle()
{
if (!CreateTargetFolder())
return;
Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
if (selection.Length == 0)
{
EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
return;
}
int exportedObjects = 0;
ArrayList mfList = new ArrayList();
for (int i = 0; i < selection.Length; i++)
{
Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter));
for (int m = 0; m < meshfilter.Length; m++)
{
exportedObjects++;
mfList.Add(meshfilter[m]);
}
}
if (exportedObjects > 0)
{
MeshFilter[] mf = new MeshFilter[mfList.Count];
for (int i = 0; i < mfList.Count; i++)
{
mf[i] = (MeshFilter)mfList[i];
}
string filename = EditorSceneManager.GetActiveScene().name + "_" + exportedObjects;
int stripIndex = filename.LastIndexOf(Path.PathSeparator);
if (stripIndex >= 0)
filename = filename.Substring(stripIndex + 1).Trim();
MeshesToFile(mf, targetFolder, filename);
EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects to " + filename, "");
}
else
EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");
}
[MenuItem("Custom/Export/Export each selected to single OBJ")]
static void ExportEachSelectionToSingle()
{
if (!CreateTargetFolder())
return;
Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
if (selection.Length == 0)
{
EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
return;
}
int exportedObjects = 0;
for (int i = 0; i < selection.Length; i++)
{
Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter));
MeshFilter[] mf = new MeshFilter[meshfilter.Length];
for (int m = 0; m < meshfilter.Length; m++)
{
exportedObjects++;
mf[m] = (MeshFilter)meshfilter[m];
}
MeshesToFile(mf, targetFolder, selection[i].name + "_" + i);
}
if (exportedObjects > 0)
{
EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects", "");
}
else
EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");
}
}