Added a shitty script to generate clothing Items to make it easier to me
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48
python_helpers/main.py
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48
python_helpers/main.py
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import lxml.etree as gfg
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# <?xml version="1.0" encoding="utf-8"?>
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# <clothingItem>
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# <m_MaleModel>Prost_Left_Hand_MetalHand_Male</m_MaleModel>
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# <m_FemaleModel>Prost_Left_Hand_MetalHand_Female</m_FemaleModel>
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# <m_GUID>2101af26-54b9-455b-abc0-7533ce37f84b</m_GUID>
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# <m_Static>false</m_Static>
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# <m_AllowRandomHue>false</m_AllowRandomHue>
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# <m_AllowRandomTint>false</m_AllowRandomTint>
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# <textureChoices>Prosthesis\metal_base</textureChoices>
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# </clothingItem>
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def create_single_xml():
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root = gfg.Element("clothingItem")
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m_MaleModel = gfg.Element("m_MaleModel")
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m_MaleModel.text = "TEST TEXT FROM SOMETHING"
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root.append(m_MaleModel)
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m_FemaleModel = gfg.Element("m_FemaleModel")
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m_FemaleModel.text = "TEST TEXT FROM SOMETHING FEMALE"
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root.append(m_FemaleModel)
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m_GUID = gfg.Element("m_GUID")
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m_GUID.text = "get guid"
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root.append(m_GUID)
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m_Static = gfg.Element("m_Static")
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m_Static.text = "false"
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m_AllowRandomTint = gfg.Element("m_AllowRandomTint")
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m_AllowRandomTint.text = "false"
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# TODO Defined by the amount of textures that we're gonna pass
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for x in range(2):
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textureChoices = gfg.Element("textureChoices")
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textureChoices.text = "Texture path"
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tree = gfg.ElementTree(root)
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with open("Test_Name.xml", "wb") as file:
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tree.write(file, encoding='utf-8', xml_declaration=True, pretty_print=True )
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create_single_xml()
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