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Convert ModifiedMM ini file

Converter makes a lot of assumptions about the data while MM is more
defensive.
Converter will most definitely have a minimum version requirement.
habeebweeb il y a 4 ans
Parent
commit
a2d977f529
1 fichiers modifiés avec 535 ajouts et 168 suppressions
  1. 535 168
      Converter/Program.cs

+ 535 - 168
Converter/Program.cs

@@ -7,8 +7,9 @@ using ExIni;
 using BepInEx;
 using UnityEngine;
 using UnityEngine.SceneManagement;
+using MyRoomCustom;
 
-namespace COM3D2.MeidoPhotoStudio.Plugin
+namespace COM3D2.MeidoPhotoStudio.Converter
 {
     [BepInPlugin(pluginGuid, pluginName, pluginVersion)]
     public class SceneConverter : BaseUnityPlugin
@@ -16,7 +17,52 @@ namespace COM3D2.MeidoPhotoStudio.Plugin
         private const string pluginGuid = "com.habeebweeb.com3d2.meidophotostudio.converter";
         public const string pluginName = "MeidoPhotoStudio Converter";
         public const string pluginVersion = "0.0.0";
+        private readonly byte[] noThumb = {
+            0x89, 0x50, 0x4E, 0x47, 0x0D, 0x0A, 0x1A, 0x0A, 0x00, 0x00, 0x00, 0x0D, 0x49, 0x48, 0x44, 0x52, 0x00, 0x00,
+            0x00, 0x32, 0x00, 0x00, 0x00, 0x32, 0x08, 0x02, 0x00, 0x00, 0x00, 0x91, 0x5D, 0x1F, 0xE6, 0x00, 0x00, 0x00,
+            0x01, 0x73, 0x52, 0x47, 0x42, 0x00, 0xAE, 0xCE, 0x1C, 0xE9, 0x00, 0x00, 0x00, 0x04, 0x67, 0x41, 0x4D, 0x41,
+            0x00, 0x00, 0xB1, 0x8F, 0x0B, 0xFC, 0x61, 0x05, 0x00, 0x00, 0x00, 0x09, 0x70, 0x48, 0x59, 0x73, 0x00, 0x00,
+            0x0E, 0xC3, 0x00, 0x00, 0x0E, 0xC3, 0x01, 0xC7, 0x6F, 0xA8, 0x64, 0x00, 0x00, 0x01, 0x4E, 0x49, 0x44, 0x41,
+            0x54, 0x58, 0x47, 0xDD, 0xD2, 0x5B, 0x8E, 0x83, 0x30, 0x10, 0x44, 0xD1, 0x2C, 0x84, 0x4F, 0xF6, 0xBF, 0xB3,
+            0xAC, 0x21, 0xA9, 0xA8, 0x90, 0x01, 0x63, 0xEC, 0x7E, 0xD9, 0x46, 0xB9, 0xCA, 0xCF, 0x44, 0x72, 0xD7, 0x89,
+            0x34, 0xAF, 0xF7, 0xB2, 0x3E, 0xF0, 0xB3, 0xB1, 0x3E, 0x8F, 0x69, 0x67, 0xF1, 0x0F, 0x7E, 0x3B, 0xB7, 0x84,
+            0xD9, 0x58, 0xE9, 0xAB, 0x89, 0x1D, 0x25, 0x3B, 0x0B, 0x4D, 0x94, 0x65, 0x8C, 0x13, 0x0B, 0x4D, 0x91, 0x5D,
+            0x0D, 0x39, 0x0B, 0x0D, 0x96, 0x15, 0x01, 0x05, 0x16, 0x1A, 0x26, 0xBB, 0x5B, 0x2F, 0xB3, 0xD0, 0x00, 0x59,
+            0x65, 0xFA, 0x96, 0x85, 0xBA, 0xCA, 0xEA, 0xBB, 0x35, 0x16, 0xEA, 0x24, 0x6B, 0x8E, 0x36, 0x58, 0x28, 0x5C,
+            0x26, 0x59, 0x6C, 0xB3, 0x50, 0xA0, 0x4C, 0x38, 0x27, 0x62, 0xA1, 0x10, 0x99, 0x7C, 0x4B, 0xCA, 0x42, 0x4E,
+            0x99, 0x6A, 0x48, 0xC1, 0x42, 0x66, 0x99, 0x76, 0x45, 0xC7, 0x42, 0x06, 0x99, 0x61, 0x42, 0xCD, 0x42, 0xAA,
+            0x27, 0xB6, 0xFB, 0x16, 0x16, 0x12, 0xBE, 0x32, 0x1F, 0x37, 0xB2, 0x50, 0xF3, 0xA1, 0xE7, 0xB2, 0x9D, 0x85,
+            0x2A, 0x6F, 0x9D, 0x67, 0x5D, 0x2C, 0x54, 0x7C, 0xEE, 0xBF, 0xE9, 0x65, 0xA1, 0xEC, 0x42, 0xC8, 0xC1, 0x00,
+            0x16, 0x4A, 0x47, 0xA2, 0xAE, 0xC5, 0xB0, 0x10, 0xEE, 0x04, 0x9E, 0xFA, 0x6B, 0x56, 0x3A, 0x12, 0x75, 0xED,
+            0x4F, 0xFF, 0xE5, 0x8B, 0xCF, 0xFD, 0x37, 0x5D, 0xAC, 0xCA, 0x5B, 0xE7, 0x59, 0x3B, 0xAB, 0xF9, 0xD0, 0x73,
+            0xD9, 0xC8, 0x12, 0xBE, 0x32, 0x1F, 0xB7, 0xB0, 0x54, 0x4F, 0x6C, 0xF7, 0xD5, 0xAC, 0xDE, 0x3F, 0x03, 0xA9,
+            0x59, 0x06, 0x13, 0xD3, 0xAE, 0x28, 0x58, 0x66, 0x13, 0x53, 0x0D, 0x49, 0x59, 0x4E, 0x13, 0x93, 0x6F, 0x89,
+            0x58, 0x21, 0x26, 0x26, 0x9C, 0x6B, 0xB3, 0x02, 0x4D, 0x4C, 0xB2, 0xD8, 0x60, 0x85, 0x9B, 0x58, 0x73, 0xB4,
+            0xC6, 0xEA, 0x64, 0x62, 0xF5, 0xDD, 0x5B, 0x56, 0x57, 0x13, 0xAB, 0x4C, 0x97, 0x59, 0x03, 0x4C, 0xEC, 0x6E,
+            0xBD, 0xC0, 0x1A, 0x66, 0x62, 0x45, 0x40, 0xCE, 0x1A, 0x6C, 0x62, 0x57, 0xC3, 0x89, 0x35, 0xC5, 0xC4, 0x32,
+            0xC6, 0xCE, 0x9A, 0x68, 0x62, 0x47, 0xC9, 0xC6, 0x9A, 0x6E, 0x62, 0x09, 0xF3, 0x63, 0x3D, 0xC4, 0xC4, 0xE8,
+            0xD9, 0x58, 0xCF, 0xFA, 0x2C, 0xEB, 0x17, 0xC3, 0x4F, 0x1F, 0x0A, 0xB7, 0x49, 0x8A, 0x9E, 0x00, 0x00, 0x00,
+            0x00, 0x49, 0x45, 0x4E, 0x44, 0xAE, 0x42, 0x60, 0x82
+        };
         private const string converterDirectoryName = "Converter";
+        private static Dictionary<string, PlacementData.Data> myrAssetNameToData
+            = new Dictionary<string, PlacementData.Data>(StringComparer.InvariantCultureIgnoreCase);
+        private static readonly string[] faceKeys = {
+            "eyeclose", "eyeclose2", "eyeclose3", "eyeclose6", "hitomih", "hitomis", "mayuha",
+            "mayuup", "mayuv", "mayuvhalf", "moutha", "mouths", "mouthdw", "mouthup", "tangout",
+            "tangup", "eyebig", "eyeclose5", "mayuw", "mouthhe", "mouthc", "mouthi", "mouthuphalf",
+            "tangopen",
+            "namida", "tear1", "tear2", "tear3", "shock", "yodare", "hoho", "hoho2", "hohos", "hohol",
+            "toothoff", "nosefook"
+        };
+        private static readonly int[] bodyRotations =
+        {
+            71, 44, 40, 41, 42, 43, 57, 68, 69, 46, 49, 47, 50, 52, 55, 53, 56, 45, 48, 51, 54
+        };
+        public const int sceneVersion = 1100;
+        public const int kankyoMagic = -765;
+        private static BepInEx.Logging.ManualLogSource Log;
+        private static readonly int faceToggleIndex = Array.IndexOf(faceKeys, "tangopen") + 1;
         private static string configPath = Path.Combine(Paths.ConfigPath, converterDirectoryName);
         private bool active = false;
         private Rect windowRect = new Rect(30f, 30f, 300f, 200f);
@@ -26,9 +72,20 @@ namespace COM3D2.MeidoPhotoStudio.Plugin
             DontDestroyOnLoad(this);
 
             if (!Directory.Exists(configPath)) Directory.CreateDirectory(configPath);
+            Log = Logger;
         }
 
-        private void Start() => UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
+        private void Start()
+        {
+            UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
+            List<PlacementData.Data> dataList = PlacementData.GetAllDatas(false);
+
+            foreach (var data in dataList)
+            {
+                string assetName = string.IsNullOrEmpty(data.assetName) ? data.resourceName : data.assetName;
+                myrAssetNameToData[assetName] = data;
+            }
+        }
 
         private void OnSceneLoaded(Scene scene, LoadSceneMode sceneMode)
         {
@@ -52,6 +109,8 @@ namespace COM3D2.MeidoPhotoStudio.Plugin
         {
             if (GUILayout.Button("Convert ModifiedMM")) ProcessModifedMM();
             if (GUILayout.Button("Convert ModifiedMM (Scene Manager)")) ProcessModifiedMMPng();
+            GUILayout.Space(30f);
+            if (GUILayout.Button("Convert modifedMM quickSave")) ProcessQuickSave();
             // GUILayout.Button("Convert MultipleMaids");
         }
 
@@ -67,10 +126,35 @@ namespace COM3D2.MeidoPhotoStudio.Plugin
             return String.Empty;
         }
 
+        private void ProcessQuickSave()
+        {
+            string sybarisPath = Path.Combine(Paths.GameRootPath, "Sybaris");
+            string iniPath = BepInEx.Utility.CombinePaths(sybarisPath, "UnityInjector", "Config", "MultipleMaids.ini");
+
+            IniFile mmIniFile = IniFile.FromFile(iniPath);
+
+            IniSection sceneSection = mmIniFile.GetSection("scene");
+
+            if (sceneSection != null)
+            {
+                if (sceneSection.HasKey("s9999"))
+                {
+                    string sceneData = sceneSection["s9999"].Value;
+
+                    if (!string.IsNullOrEmpty(sceneData))
+                    {
+                        byte[] convertedSceneData = ProcessScene(sceneData, false);
+                        string path = Path.Combine(configPath, $"mmtempscene{GetMMDateString(sceneData)}.png");
+                        SaveSceneToFile(path, convertedSceneData, noThumb);
+                    }
+                }
+            }
+        }
+
         private void ProcessModifedMM()
         {
             string sybarisPath = Path.Combine(Paths.GameRootPath, "Sybaris");
-            string iniPath = Utility.CombinePaths(sybarisPath, "UnityInjector", "Config", "MultipleMaids.ini");
+            string iniPath = BepInEx.Utility.CombinePaths(sybarisPath, "UnityInjector", "Config", "MultipleMaids.ini");
 
             IniFile mmIniFile = IniFile.FromFile(iniPath);
 
@@ -81,17 +165,54 @@ namespace COM3D2.MeidoPhotoStudio.Plugin
                 foreach (IniKey key in sceneSection.Keys)
                 {
                     if (key.Key.StartsWith("ss")) continue;
+
+                    bool kankyo = int.Parse(key.Key.Substring(1)) >= 10000;
                     string sceneData = key.Value;
-                    ProcessScene(sceneData);
+
+                    if (!string.IsNullOrEmpty(sceneData))
+                    {
+                        byte[] convertedSceneData = ProcessScene(sceneData, kankyo);
+
+                        string prefix = kankyo ? "mmkankyo" : "mmscene";
+
+                        string path = Path.Combine(configPath, $"{prefix}_{key.Key}{GetMMDateString(sceneData)}.png");
+
+                        byte[] thumbnail = noThumb;
+
+                        string screenshotKey = $"s{key.Key}";
+                        if (sceneSection.HasKey(screenshotKey))
+                        {
+                            string screenshotBase64 = sceneSection[screenshotKey].Value;
+                            if (!string.IsNullOrEmpty(screenshotBase64))
+                            {
+                                thumbnail = Convert.FromBase64String(screenshotBase64);
+                            }
+                        }
+
+                        SaveSceneToFile(path, convertedSceneData, thumbnail);
+                    }
                 }
             }
         }
 
-        public static void ProcessScene(string sceneData)
+        public static void SaveSceneToFile(string path, byte[] sceneData, byte[] thumbnailData)
         {
+            using (FileStream fileStream = File.Create(path))
+            {
+                fileStream.Write(thumbnailData, 0, thumbnailData.Length);
+                fileStream.Write(sceneData, 0, sceneData.Length);
+            }
+        }
 
-            if (string.IsNullOrEmpty(sceneData)) return;
+        public static string GetMMDateString(string sceneData)
+        {
+            string dateString = sceneData.Split('_')[0].Split(',')[0];
+            DateTime date = DateTime.Parse(dateString);
+            return $"{date:yyyyMMddHHmm}";
+        }
 
+        public static byte[] ProcessScene(string sceneData, bool kankyo)
+        {
             string[] strArray1 = sceneData.Split('_');
             string[] strArray2 = strArray1[1].Split(';');
             string[] strArray3 = strArray1[0].Split(',');
@@ -112,43 +233,310 @@ namespace COM3D2.MeidoPhotoStudio.Plugin
                 strArray7 = strArray1[5].Split(';');
             }
 
-            // Environment
+            using (MemoryStream memoryStream = new MemoryStream())
+            using (DeflateStream deflateStream = new DeflateStream(memoryStream, CompressionMode.Compress))
+            using (BinaryWriter binaryWriter = new BinaryWriter(deflateStream, System.Text.Encoding.UTF8))
+            {
+                binaryWriter.Write("MPS_SCENE");
+                binaryWriter.Write(sceneVersion);
 
-            int bgIndex;
+                binaryWriter.Write(kankyo ? kankyoMagic : int.Parse(strArray3[1]));
 
-            string bgAsset = "Theater";
+                SerializeEnvironment(strArray3, binaryWriter, kankyo);
+
+                SerializeLights(strArray3, strArray4, strArray5, strArray7, binaryWriter);
+
+                SerializeMessage(strArray3, binaryWriter);
 
-            if (!int.TryParse(strArray3[2], out bgIndex))
+                SerializeEffect(strArray4, binaryWriter);
+
+                SerializeProp(strArray3, strArray6, binaryWriter);
+
+                SerializeMaid(strArray2, binaryWriter);
+
+                binaryWriter.Write("END");
+
+                deflateStream.Close();
+
+                return memoryStream.ToArray();
+            }
+        }
+
+        private static void SerializeMaid(string[] strArray2, BinaryWriter binaryWriter)
+        {
+            binaryWriter.Write("MEIDO");
+            // MM scene converted to MPS
+            binaryWriter.Write(true);
+
+            int numberOfMaids = strArray2.Length;
+
+            binaryWriter.Write(numberOfMaids);
+
+            /*
+                TODO: Investigate why serialized maid data may only have 64 items.
+                https://git.coder.horse/meidomustard/modifiedMM/src/master/MultipleMaids/CM3D2/MultipleMaids/Plugin/MultipleMaids.Update.cs#L3745
+                
+                The difference affects whether or not rotations are local or world. 
+                Certain body rotations would be missing as well particularly the toes.
+                Other data like free look and attached items like hand/vag/anl would be missing.
+            */
+
+            for (int i = 0; i < numberOfMaids; i++)
             {
-                bgAsset = strArray3[2].Replace(" ", "_");
+                using (MemoryStream memoryStream = new MemoryStream())
+                using (BinaryWriter tempWriter = new BinaryWriter(memoryStream))
+                {
+                    string[] maidData = strArray2[i].Split(':');
+                    tempWriter.WriteVector3(Utility.Vector3String(maidData[59])); // position
+                    tempWriter.WriteQuaternion(Utility.EulerString(maidData[58])); // rotation
+                    tempWriter.WriteVector3(Utility.Vector3String(maidData[60])); // scale
+
+                    // fingers
+                    for (int j = 0; j < 40; j++)
+                    {
+                        tempWriter.WriteQuaternion(Utility.EulerString(maidData[j]));
+                    }
+
+                    // toes
+                    for (int k = 0; k < 2; k++)
+                    {
+                        for (int j = 72 + k; j < 90; j += 2)
+                        {
+                            tempWriter.WriteQuaternion(Utility.EulerString(maidData[j]));
+                        }
+                    }
+
+                    // the rest of the limbs
+                    foreach (int j in bodyRotations)
+                    {
+                        tempWriter.WriteQuaternion(Utility.EulerString(maidData[j]));
+                    }
+
+                    tempWriter.WriteVector3(Utility.Vector3String(maidData[96])); // hip position
+
+                    // cached pose stuff
+                    tempWriter.Write("normal");
+                    tempWriter.Write("pose_taiki_f");
+                    tempWriter.Write(false);
+
+                    // eye rotation delta
+                    // MM saves the rotations directly so just save the identity
+                    tempWriter.WriteQuaternion(Quaternion.identity);
+                    tempWriter.WriteQuaternion(Quaternion.identity);
+
+                    string[] freeLookData = maidData[64].Split(',');
+
+                    tempWriter.Write(int.Parse(freeLookData[0]) == 1);
+                    tempWriter.WriteVector3(new Vector3(
+                        float.Parse(freeLookData[2]), 1f, float.Parse(freeLookData[1])
+                    ));
+
+                    string[] faceValues = maidData[63].Split(',');
+
+                    tempWriter.Write("MPS_FACE");
+                    for (int j = 0; j < faceKeys.Length - 2; j++)
+                    {
+                        tempWriter.Write(faceKeys[j]);
+                        if (j >= faceToggleIndex) tempWriter.Write(float.Parse(faceValues[j]) > 0f);
+                        else tempWriter.Write(float.Parse(faceValues[j]));
+                    }
+
+                    if (faceValues.Length > 65)
+                    {
+                        tempWriter.Write(faceKeys[faceKeys.Length - 1]);
+                        tempWriter.Write(float.Parse(faceValues[faceValues.Length - 1]) > 0f);
+                    }
+                    tempWriter.Write("END_FACE");
+
+                    tempWriter.Write(true); // body visible
+
+                    // MM does not serialize clothing
+                    for (int j = 0; j < 29; j++) tempWriter.Write(true);
+
+                    // MM does not serialize curling
+                    tempWriter.Write(false);
+                    tempWriter.Write(false);
+                    tempWriter.Write(false);
+
+                    binaryWriter.Write(memoryStream.Length);
+                    binaryWriter.Write(memoryStream.ToArray());
+                }
             }
+        }
 
-            Quaternion bgRotation = Quaternion.Euler(
-                float.Parse(strArray3[3]), float.Parse(strArray3[4]), float.Parse(strArray3[5])
-            );
+        private static void SerializeProp(string[] strArray3, string[] strArray6, BinaryWriter binaryWriter)
+        {
+            binaryWriter.Write("PROP");
 
-            Vector3 bgPosition = new Vector3(
-                float.Parse(strArray3[6]), float.Parse(strArray3[7]), float.Parse(strArray3[8])
-            );
+            bool hasWProp = strArray3.Length > 37 && !string.IsNullOrEmpty(strArray3[37]);
+            int numberOfProps = hasWProp ? 1 : 0;
+            numberOfProps += strArray6 == null ? 0 : strArray6.Length - 1;
 
-            Vector3 bgLocalScale = new Vector3(
-                float.Parse(strArray3[9]), float.Parse(strArray3[10]), float.Parse(strArray3[11])
-            );
+            binaryWriter.Write(numberOfProps);
 
-            if (strArray3.Length > 16)
+            if (hasWProp)
             {
-                Vector3 cameraTargetPos = new Vector3(
-                    float.Parse(strArray3[27]), float.Parse(strArray3[28]), float.Parse(strArray3[29])
-                );
+                // For the prop that spawns when you push (shift +) W
+                binaryWriter.Write(strArray3[37].Replace(' ', '_'));
 
-                float cameraDistance = float.Parse(strArray3[30]);
+                SerializeAttachPoint(binaryWriter);
 
-                Quaternion cameraRotation = Quaternion.Euler(
-                    float.Parse(strArray3[31]), float.Parse(strArray3[32]), float.Parse(strArray3[33])
-                );
+                binaryWriter.WriteVector3(new Vector3(
+                    float.Parse(strArray3[41]), float.Parse(strArray3[42]), float.Parse(strArray3[43])
+                ));
+
+                binaryWriter.WriteQuaternion(Quaternion.Euler(
+                    float.Parse(strArray3[38]), float.Parse(strArray3[39]), float.Parse(strArray3[40])
+                ));
+
+                binaryWriter.WriteVector3(new Vector3(
+                    float.Parse(strArray3[44]), float.Parse(strArray3[45]), float.Parse(strArray3[46])
+                ));
             }
 
+            if (strArray6 != null)
+            {
+                for (int i = 0; i < strArray6.Length - 1; i++)
+                {
+                    string[] assetParts = strArray6[i].Split(',');
+                    string assetName = assetParts[0].Replace(' ', '_');
+
+                    if (assetName.StartsWith("creative_"))
+                    {
+                        // modifiedMM my room creative prop
+                        // modifiedMM serializes the prefabName rather than the ID.
+                        assetName = assetName.Replace("creative_", String.Empty);
+                        assetName = $"MYR_{myrAssetNameToData[assetName].ID}#{assetName}";
+                    }
+                    else if (assetName.StartsWith("MYR_"))
+                    {
+                        // MM 23.0+ my room creative prop
+                        PlacementData.Data data = myrAssetNameToData[assetName];
+                        string asset = string.IsNullOrEmpty(data.assetName) ? data.resourceName : data.assetName;
+
+                        assetName = $"{assetName}#{asset}";
+                    }
+                    else if (assetName.Contains('#'))
+                    {
+                        if (assetName.Contains(".menu"))
+                        {
+                            // modifiedMM official mod prop
+                            string[] modComponents = assetParts[0].Split('#');
+                            string baseMenuFile = modComponents[0].Replace(' ', '_');
+                            string modItem = modComponents[1].Replace(' ', '_');
+                            assetName = $"{modItem}#{baseMenuFile}";
+                        }
+                        else
+                        {
+                            assetName = assetName.Split('#')[1].Replace(' ', '_');
+                        }
+                    }
+
+                    binaryWriter.Write(assetName);
+
+                    SerializeAttachPoint(binaryWriter);
+
+                    binaryWriter.WriteVector3(new Vector3(
+                        float.Parse(assetParts[4]), float.Parse(assetParts[5]), float.Parse(assetParts[6])
+                    ));
+
+                    binaryWriter.WriteQuaternion(Quaternion.Euler(
+                        float.Parse(assetParts[1]), float.Parse(assetParts[2]), float.Parse(assetParts[3])
+                    ));
+
+                    binaryWriter.WriteVector3(new Vector3(
+                        float.Parse(assetParts[7]), float.Parse(assetParts[8]), float.Parse(assetParts[9])
+                    ));
+                }
+            }
+        }
+
+        private static void SerializeEffect(string[] strArray4, BinaryWriter binaryWriter)
+        {
+            binaryWriter.Write("EFFECT");
+
+            if (strArray4 != null)
+            {
+                // bloom
+                binaryWriter.Write("EFFECT_BLOOM");
+                binaryWriter.Write(float.Parse(strArray4[2])); // intensity
+                binaryWriter.Write((int)float.Parse(strArray4[3])); // blur iterations
+                binaryWriter.WriteColour(new Color( // bloom threshold colour
+                    float.Parse(strArray4[4]), float.Parse(strArray4[5]), float.Parse(strArray4[6]), 1f
+                ));
+                binaryWriter.Write(int.Parse(strArray4[7]) == 1); // hdr
+                binaryWriter.Write(int.Parse(strArray4[1]) == 1); // active
+
+                // vignetting
+                binaryWriter.Write("EFFECT_VIGNETTE");
+                binaryWriter.Write(float.Parse(strArray4[9])); // intensity
+                binaryWriter.Write(float.Parse(strArray4[10])); // blur
+                binaryWriter.Write(float.Parse(strArray4[11])); // blur spread
+                binaryWriter.Write(float.Parse(strArray4[12])); // chromatic aberration
+                binaryWriter.Write(int.Parse(strArray4[8]) == 1); // active
+
+                // bokashi 
+                // TODO: implement bokashi in MPS
+                float bokashi = float.Parse(strArray4[13]);
+
+                // TODO: implement sepia in MPS too
+
+                if (strArray4.Length > 15)
+                {
+                    binaryWriter.Write("EFFECT_DOF");
+                    binaryWriter.Write(float.Parse(strArray4[16])); // focal length
+                    binaryWriter.Write(float.Parse(strArray4[17])); // focal size
+                    binaryWriter.Write(float.Parse(strArray4[18])); // aperture
+                    binaryWriter.Write(float.Parse(strArray4[19])); // max blur size
+                    binaryWriter.Write(int.Parse(strArray4[20]) == 1); // visualize focus
+                    binaryWriter.Write(int.Parse(strArray4[15]) == 1); // active
+
+                    binaryWriter.Write("EFFECT_FOG");
+                    binaryWriter.Write(float.Parse(strArray4[22])); // fog distance
+                    binaryWriter.Write(float.Parse(strArray4[23])); // density
+                    binaryWriter.Write(float.Parse(strArray4[24])); // height scale
+                    binaryWriter.Write(float.Parse(strArray4[25])); // height
+                    binaryWriter.WriteColour(new Color( // fog colour
+                        float.Parse(strArray4[26]), float.Parse(strArray4[27]), float.Parse(strArray4[28]), 1f
+                    ));
+                    binaryWriter.Write(int.Parse(strArray4[21]) == 1); // active
+                }
+            }
+
+            binaryWriter.Write("END_EFFECT");
+        }
+
+        private static void SerializeMessage(string[] strArray3, BinaryWriter binaryWriter)
+        {
+            binaryWriter.Write("TEXTBOX");
+
+            bool showingMessage = false;
+            string name = "Maid";
+            string message = "Hello world";
+
+            if (strArray3.Length > 16)
+            {
+                showingMessage = int.Parse(strArray3[34]) == 1;
+                name = strArray3[35];
+                message = strArray3[36].Replace("&kaigyo", "\n");
+                // MM does not serialize message font size
+            }
+
+            binaryWriter.Write(showingMessage);
+            binaryWriter.Write(25);
+            binaryWriter.WriteNullableString(name);
+            binaryWriter.WriteNullableString(message);
+        }
+
+        private static void SerializeLights(string[] strArray3, string[] strArray4, string[] strArray5, string[] strArray7, BinaryWriter binaryWriter)
+        {
             // Lights
+            binaryWriter.Write("LIGHT");
+
+            int numberOfLights = 1;
+            numberOfLights += strArray5 == null ? 0 : strArray5.Length - 1;
+
+            binaryWriter.Write(numberOfLights);
 
             if (strArray3.Length > 16)
             {
@@ -160,7 +548,7 @@ namespace COM3D2.MeidoPhotoStudio.Plugin
                     3 = Directional (Colour Mode)
                 */
                 int lightType = int.Parse(strArray3[17]);
-                Color lightColor = new Color(
+                Color lightColour = new Color(
                     float.Parse(strArray3[18]), float.Parse(strArray3[19]), float.Parse(strArray3[20]), 1f
                 );
 
@@ -169,191 +557,155 @@ namespace COM3D2.MeidoPhotoStudio.Plugin
                 );
 
                 // MM uses spotAngle for both range and spotAngle based on which light type is used
-                // TODO: assign value from spot angle appropriately 
                 float intensity = float.Parse(strArray3[24]);
                 float spotAngle = float.Parse(strArray3[25]);
-                float range = float.Parse(strArray3[26]);
+                float range = lightType == 2 ? spotAngle / 5f : spotAngle; ;
                 float shadowStrength = 0.098f;
                 if (strArray4 != null) shadowStrength = float.Parse(strArray4[0]);
+
+                for (int i = 0; i < 3; i++)
+                {
+                    if (i == lightType || (i == 0 && lightType == 3))
+                    {
+                        SerializeLightProperty(
+                            binaryWriter, lightRotation, lightColour, intensity, spotAngle, range, shadowStrength
+                        );
+                    }
+                    else SerializeDefaultLight(binaryWriter);
+                }
+
+                if (strArray7 != null)
+                {
+                    binaryWriter.WriteVector3(Utility.Vector3String(strArray7[0]));
+                }
+                else binaryWriter.WriteVector3(new Vector3(0f, 1.9f, 0.4f));
+                binaryWriter.Write(lightType == 3 ? 0 : lightType);
+                binaryWriter.Write(lightType == 3);
+                binaryWriter.Write(false);
                 // lightKage[0] is the only value that's serialized
             }
 
-            int lights = 1;
 
             if (strArray5 != null)
             {
-                int numberOfLights = strArray5.Length - 1;
-                lights += numberOfLights;
-
-                for (int i = 0; i < numberOfLights; i++)
+                int otherLights = strArray5.Length - 1;
+                for (int i = 0; i < otherLights; i++)
                 {
                     string[] lightProperties = strArray5[i].Split(',');
 
                     int lightType = int.Parse(lightProperties[0]);
 
-                    Color lightColor = new Color(
-                        float.Parse(lightProperties[1]), float.Parse(lightProperties[1]),
-                        float.Parse(lightProperties[1]), 1f
+                    Color lightColour = new Color(
+                        float.Parse(lightProperties[1]), float.Parse(lightProperties[2]),
+                        float.Parse(lightProperties[3]), 1f
                     );
 
-                    Quaternion lightAngle = Quaternion.Euler(
+                    Quaternion lightRotation = Quaternion.Euler(
                         float.Parse(lightProperties[4]), float.Parse(lightProperties[5]), 18f
                     );
 
                     float intensity = float.Parse(lightProperties[6]);
                     float spotAngle = float.Parse(lightProperties[7]);
-                    float range = spotAngle / 5f;
+                    float range = lightType == 2 ? spotAngle / 5f : spotAngle;
                     float shadowStrength = 0.098f;
+                    for (int j = 0; j < 3; j++)
+                    {
+                        if (j == lightType)
+                        {
+                            SerializeLightProperty(
+                                binaryWriter, lightRotation, lightColour, intensity, spotAngle, range, shadowStrength
+                            );
+                        }
+                        else SerializeDefaultLight(binaryWriter);
+                    }
+                    if (strArray7 != null)
+                    {
+                        binaryWriter.WriteVector3(Utility.Vector3String(strArray7[i + 1]));
+                    }
+                    else binaryWriter.WriteVector3(new Vector3(0f, 1.9f, 0.4f));
+                    binaryWriter.Write(lightType == 3 ? 0 : lightType);
+                    binaryWriter.Write(false);
+                    binaryWriter.Write(lightType == 3);
                 }
             }
+        }
 
-            if (strArray7 != null)
-            {
-                for (int i = 0; i < lights; i++)
-                {
-                    string[] lightPosString = strArray7[i].Split(',');
-                    Vector3 lightPosition = new Vector3(
-                        float.Parse(lightPosString[0]), float.Parse(lightPosString[1]), float.Parse(lightPosString[2])
-                    );
-                }
-            }
+        private static void SerializeEnvironment(string[] data, BinaryWriter binaryWriter, bool kankyo)
+        {
+            binaryWriter.Write("ENVIRONMENT");
 
-            // Message
+            int bgIndex;
 
-            if (strArray3.Length > 16)
+            string bgAsset = "Theater";
+
+            if (!int.TryParse(data[2], out bgIndex))
             {
-                bool showingMessage = int.Parse(strArray3[34]) == 1;
-                string name = strArray3[35];
-                string message = strArray3[36].Replace("&kaigyo", "\n");
-                // MM does not serialize message font size
+                bgAsset = data[2].Replace(" ", "_");
             }
 
-            // effect
+            binaryWriter.Write(bgAsset);
 
-            if (strArray4 != null)
-            {
-                // bloom
-                bool bloomActive = int.Parse(strArray4[1]) == 1;
-                float bloomIntensity = float.Parse(strArray4[2]);
-                float bloomBlurIterations = float.Parse(strArray4[3]);
-                Color bloomColour = new Color(
-                    float.Parse(strArray4[4]), float.Parse(strArray4[5]), float.Parse(strArray4[6]), 1f
-                );
-                bool bloomHdr = int.Parse(strArray4[7]) == 1;
+            binaryWriter.WriteVector3(new Vector3(
+                float.Parse(data[6]), float.Parse(data[7]), float.Parse(data[8])
+            ));
 
-                // vignetting
-                bool vignetteActive = int.Parse(strArray4[8]) == 1;
-                float vignetteIntensity = float.Parse(strArray4[9]);
-                float vignetteBlur = float.Parse(strArray4[10]);
-                float vignetteBlurSpread = float.Parse(strArray4[11]);
-                float vignetteChromaticAberration = float.Parse(strArray4[12]);
+            binaryWriter.WriteQuaternion(Quaternion.Euler(
+                float.Parse(data[3]), float.Parse(data[4]), float.Parse(data[5])
+            ));
 
-                // bokashi 
-                // TODO: implement bokashi in MPS
-                float bokashi = float.Parse(strArray4[13]);
+            binaryWriter.WriteVector3(new Vector3(
+                float.Parse(data[9]), float.Parse(data[10]), float.Parse(data[11])
+            ));
 
-                // TODO: implement sepia in MPS too
+            binaryWriter.Write(kankyo);
 
-                if (strArray4.Length > 15)
-                {
-                    bool dofActive = int.Parse(strArray4[15]) == 1;
-                    float dofFocalLength = float.Parse(strArray4[16]);
-                    float dofFocalSize = float.Parse(strArray4[17]);
-                    float dofAperture = float.Parse(strArray4[18]);
-                    float dofMaxBlurSize = float.Parse(strArray4[19]);
-                    bool dofVisualizeFocus = int.Parse(strArray4[20]) == 1;
-
-                    bool fogActive = int.Parse(strArray4[21]) == 1;
-                    float fogStartDistance = float.Parse(strArray4[22]);
-                    float fogDensity = float.Parse(strArray4[23]);
-                    float fogHeightScale = float.Parse(strArray4[24]);
-                    float fogHeight = float.Parse(strArray4[25]);
-                    Color fogColor = new Color(
-                        float.Parse(strArray4[26]), float.Parse(strArray4[27]), float.Parse(strArray4[28]), 1f
-                    );
-                }
-            }
+            Vector3 cameraTargetPos = new Vector3(0f, 0.9f, 0f);
+            float cameraDistance = 3f;
+            Quaternion cameraRotation = Quaternion.identity;
 
-            // prop
-            if (strArray3.Length > 37 && !string.IsNullOrEmpty(strArray3[37]))
+            if (data.Length > 16)
             {
-                // For the prop that spawns when you push (shift +) W
-                string assetName = strArray3[37].Replace(' ', '_');
-                Vector3 position = new Vector3(
-                    float.Parse(strArray3[41]), float.Parse(strArray3[42]), float.Parse(strArray3[43])
-                );
-                Quaternion rotation = Quaternion.Euler(
-                    float.Parse(strArray3[38]), float.Parse(strArray3[39]), float.Parse(strArray3[40])
+                cameraTargetPos = new Vector3(
+                    float.Parse(data[27]), float.Parse(data[28]), float.Parse(data[29])
                 );
-                Vector3 localScale = new Vector3(
-                    float.Parse(strArray3[44]), float.Parse(strArray3[45]), float.Parse(strArray3[46])
+
+                cameraDistance = float.Parse(data[30]);
+
+                cameraRotation = Quaternion.Euler(
+                    float.Parse(data[31]), float.Parse(data[32]), float.Parse(data[33])
                 );
             }
 
-            if (strArray6 != null)
-            {
-                for (int i = 0; i < strArray6.Length - 1; i++)
-                {
-                    string[] assetParts = strArray6[i].Split(',');
-                    string assetName = assetParts[0].Replace(' ', '_');
-
-                    if (assetName.StartsWith("creative_"))
-                    {
-                        // modifiedMM my room creative prop
-                        // modifiedMM serializes the prefabName rather than the ID.
-                        // TODO: Either write a special case for MPS or rewrite for use in game
-                        assetName.Replace("creative_", String.Empty);
-                        assetName = $"MYR_#{assetName}";
-                    }
-                    // else if (assetName.StartsWith("MYR_"))
-                    // {
-                    //     // MM 23.0+ my room creative prop
-                    //     assetName = assetName + "#";
-                    // }
-                    else if (assetName.Contains('#'))
-                    {
-                        if (assetName.Contains(".menu"))
-                        {
-                            // modifiedMM official mod prop
-                            string[] modComponents = assetParts[0].Split('#');
-                            string baseMenuFile = modComponents[0].Replace(' ', '_');
-                            string modItem = modComponents[1].Replace(' ', '_');
-                            assetName = $"{modComponents[0]}#{modComponents[1]}";
-                        }
-                        else
-                        {
-                            assetName = assetName.Split('#')[1].Replace(' ', '_');
-                        }
-                    }
+            binaryWriter.WriteVector3(cameraTargetPos);
 
-                    Vector3 position = new Vector3(
-                        float.Parse(assetParts[4]), float.Parse(assetParts[5]), float.Parse(assetParts[6])
-                    );
-                    Quaternion rotation = Quaternion.Euler(
-                        float.Parse(assetParts[1]), float.Parse(assetParts[2]), float.Parse(assetParts[3])
-                    );
-                    Vector3 scale = new Vector3(
-                        float.Parse(assetParts[7]), float.Parse(assetParts[8]), float.Parse(assetParts[9])
-                    );
-                }
-            }
+            binaryWriter.Write(cameraDistance);
 
-            // meido
+            binaryWriter.WriteQuaternion(cameraRotation);
+        }
 
-            int numberOfMaids = strArray2.Length;
+        public static void SerializeAttachPoint(BinaryWriter binaryWriter)
+        {
+            binaryWriter.Write(0);
+            binaryWriter.Write(-1);
+        }
 
-            for (int i = 0; i < numberOfMaids; i++)
-            {
-                List<Quaternion> fingerRotation = new List<Quaternion>();
-                string[] maidData = strArray2[i].Split(':');
-                for (int j = 0; j < 40; j++)
-                {
-                    string fingerString = maidData[j];
-                    fingerRotation.Add(UnityStructExtensions.EulerString(fingerString));
-                }
+        public static void SerializeDefaultLight(BinaryWriter binaryWriter)
+        {
+            SerializeLightProperty(binaryWriter, Quaternion.Euler(40f, 180f, 0f), Color.white);
+        }
 
-                // TODO: Other maid related things
-            }
+        public static void SerializeLightProperty(
+            BinaryWriter binaryWriter,
+            Quaternion rotation, Color colour, float intensity = 0.95f, float range = 50f,
+            float spotAngle = 50f, float shadowStrength = 0.1f
+        )
+        {
+            binaryWriter.WriteQuaternion(rotation);
+            binaryWriter.Write(intensity);
+            binaryWriter.Write(range);
+            binaryWriter.Write(spotAngle);
+            binaryWriter.Write(shadowStrength);
+            binaryWriter.WriteColour(colour);
         }
     }
 
@@ -373,9 +725,24 @@ namespace COM3D2.MeidoPhotoStudio.Plugin
             binaryWriter.Write(quaternion.z);
             binaryWriter.Write(quaternion.w);
         }
+
+        public static void WriteColour(this BinaryWriter binaryWriter, UnityEngine.Color colour)
+        {
+            binaryWriter.Write(colour.r);
+            binaryWriter.Write(colour.g);
+            binaryWriter.Write(colour.b);
+            binaryWriter.Write(colour.a);
+        }
+
+        public static void WriteNullableString(this BinaryWriter binaryWriter, string str)
+        {
+            binaryWriter.Write(str != null);
+            if (str != null) binaryWriter.Write(str);
+        }
     }
 
-    public static class UnityStructExtensions
+
+    public static class Utility
     {
         public static Quaternion EulerString(string euler)
         {