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Rewrite #33
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getting closer - PK3 support for everything besides images - broke ftx loading for now - need to change the license for the lib files to MIT when I have some time for that - TODO: fix entity ui code, fix patching bsp files, finialize map importing code, finalize entity loading with new backend
Needs fixing of imported uvs later.
to get closer to ingame lightgrid sampling.
Now the lightmaps match with q3map2 exported lightmaps, which makes it easier to work with in the end.
Only q3 map format is currently supported. BP and V220 will be added later on.
Looks like I've missed this one earlier. script_paths only has named arguments since blender 3.x
Now you can just set the light values of imported lights in the entity properties. It will automatically scale the light values correctly. Will need to rewrite parts of the light adding code for spotlights to handle their orientation and radius correctly.
Needed to validate the imported mesh before iterating over the meshs polygons. Not sure of that fixes it for bsp models because I couldn't test that for the lack of faulty bsp files. Tested with md3 files though.
Very basic implementation of a md3 asset library builder. It will use the addons base path and will import all md3 files (also from VFS) into one file which gets saved automatically in the selected asset library. Models are put into catalogs based on their relative path to the base path. On import, all models are put into scene collections that are excluded from the scene afterwards so the viewport doesn't explode. Blender starts generating preview thumbnails for the models in the asset library afterwards. I recommend waiting for blender to finish this task and saving the file afterwards again. Future updates will add classnames to the imported objects, so one can easily drag and drop models into a scene for entity modding.
Changes names of the fog objects, removes the distance cull setting from worldspawn distancecull value, set some sane values for speeding up volume rendering.
so they don't get lost to blenders garbage collector over and over again.
I added this in the lib for the bsp entity editor, but it is of no use here.
It was displayed in all properties panels.
The button now also assigns surfaces to the correct material type. Surfaces that are in the lightmapped vertex group will automatically get a material that bakes to the lightmap bake image and non lightmapped surfaces will automatically get a material that bakes to the vertmap. Changing light type assignments doesnt require patching and reimporting bsps anymore with that change.
Closing because I've chosen to just swap the main branch in the repository instead. Keeping the old main branch for archive purposes |
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Fixes:
#31
Adds:
#26
#24
#23
#19