Eric Wasylishen
Eric Wasylishen
Hey, still around - sorry for dropping the ball on this. I just tested it on the 1.6.5 release, and the gamepack I posted in #290 works. Here is the...
@TTimo in: https://github.com/TTimo/GtkRadiant/pull/290 I listed a bunch of requirements for textures to load under: "Some user documentation", maybe one of those points is causing your textures not to load
In Quake's PAK0.PAK/PAK1.PAK, the textures are embedded in each .bsp file (so there are redundant copies of textures), and there are no .wad files. One map editor (QuArK) could read...
We have some kind of minimal obj support for models, check the Neverball game config. You currently will have to modify the game config file you're using. (we plan to...
My current thought is doing an Assimp backend, this would cover modern formats as well as things like HL MDL
I don't remember ruling this out, but anyway I think it's worth reconsidering. Our dual monitor support is poor - nothing substantial can be undocked and put on a second...
our move tool should have a "move center to" IMO
Yeah this could work for vertex tool too. Blender's proportional editing might give some ideas: https://docs.blender.org/manual/en/2.79/editors/3dview/object/editing/transform/control/proportional_edit.html They also have a more complex (?) sculpt tool with custom brush shapes etc.
These ones throw, so we'll probably want wrappers rather than using directly.
There are 2 open source model readers: - ~~assimp: http://assimp.sourceforge.net/main_features_formats.html (no idea how good this is)~~ It's only a stub HL model importer that's not actually implemented. - port Sledge's...