QtPyHammer
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python alternative to Valve's "Hammer World Editor"
Still in a very prototypey structure, breaking each tab into their own class will be handy for relocating these tabs throughout the UI this could even lead to a design...
Full log: ``` Traceback (most recent call last): File "D:\repo\QtPyHammer\QtPyHammer\ui\core.py", line 37, in open_files def open_files(): ops.open_files(self, self.map_browser) File "D:\repo\QtPyHammer\QtPyHammer\ops\__init__.py", line 38, in open_files main_window.open(filename) File "D:\repo\QtPyHammer\QtPyHammer\ui\core.py", line 313, in...
As you've probably seen with the arrival of pySourceSdk https://pysourcesdk.github.io/hub/ Fgdtools is now deprecated, the project has been moved over to ValveFGD https://pysourcesdk.github.io/ValveFGD/
should be able to break off into it's own library (at some point)
QtPyHammer needs a UI element to select textures and assign them to selected faces See the project for a rough outline of what needs doing / is done already work...
need to detect: - `$basetexture`; which .vtf(s) does this .vmt use? - `$surfaceprop` - `$blendmodulate` - proxies (angle, scroll, tint, etc.) this info will be used for rendering & preview...
When a QTimer is used for timing frames, either in the viewports or the demo player prototype, frames can lag The error / deviation accumulates too. We could look at...
The current brush system doesn't have indices for the vertices calculated to represent displacements. This is because displacements have a consistent pattern. Meaning instanced draw calls & triangle strips are...
We need a way to select objects to apply operations to them. Since we only have a 3D viewport at time of writing, raycasts seems like the way to go...