Method to mass-import thousands of materials?

Getting ready to begin bringing in sections of maps into the engine.
These are OBJ files with simple material headers, reminiscent of idTech4 MTRs.

The previous engine used a very concise and straight-forward material script, for example:-


highLevelMaterial "ve10/florfortellicrclrlght1"
{
    template = ShaderBaseMaterial
    alphaRejectFunction = GreaterEqual
    alphaRejectValue = 99
    reflectionColor = 1 1 1
    reflectionSpecificCubemap = "Base\\Types\\Basic\\SkyBox\\env_ifunky1d.jpg"
    emissionColor = 1 1 1
    emissionPower = 2
    specularColor = 1 1 1
    specularPower = 2
    specularShininess = 512
    displacementTechnique = ParallaxMapping
    heightScale = 0.037
    diffuse1Map
    {
        texture = "VE\\Textures\\ve10\\florfortellicrclrlght1_clr.dds"
    }
    diffuse2Map
    {
        texture = "VE\\Textures\\detail\\detaili_74.dds"
        transform
        {
            scale = 16 32
        }
    }
    diffuse6Map
    {
        texture = "VE\\Textures\\ve10\\florfortellicrclrlght1_occ.dds"
    }
    reflectionMap
    {
        texture = "VE\\Textures\\ve10\\florfortellicrclrlght1_rfl.dds"
    }
    emissionMap
    {
        texture = "VE\\Textures\\ve10\\florfortellicrclrlght1_lmn.dds"
        transform
        {
            scale = 1 0.5
            animation
            {
                scrollSpeed = 0 17
                scrollRound = 1 0.5
            }
        }
    }
    specularMap
    {
        texture = "VE\\Textures\\ve10\\florfortellicrclrlght1_spc.dds"
    }
    normalMap
    {
        texture = "VE\\Textures\\ve10\\florfortellicrclrlght1_nrm.dds"
    }
    heightMap
    {
        texture = "VE\\Textures\\ve10\\florfortellicrclrlght1_bmp.png"
    }
}

This is from NeoAxis, derived from Ogre and not too dissimilar.
The list of textures are as follows:-
clr = diffuse
lmn = emissive
nrm = normalmap
occ = ao
spc = specular/metallic
rfl/rgh = reflection-mask & roughness (inverted)
bmp = parallax
There is also a detail-map used in “diffuse2Map” section here, like 99% of all other materials.

The aim is to mass-convert (using Regex/GAWK “translation”) and mass-import these so the map OBJs will be ready to use them.
So far I’ve looked into DAE and FBX, but no success with either of these so far. I figured I could just assign a PBR-like material in Blender (2.79 = “Principled BSDF”), assign it to a quad and export. All this time, I had just assumed it might be that easy, and can definitely handle that on the data-management processing side.

Most of the stuff I’ve pulled from online involve making a material from scratch within the editor, importing each texture and fiddling each option. Because we have almost 7000 of them, this is outright impossible. We absolutely need a solution we can translate and mass-import.

Any advice on a text-based and extensive method to achieve this would be greatly appreciated.

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