Tomb-Editor
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Tomb Editor
Self explainatory
It seems that internally TE compiles TEN textures not into single 4K atlas, but into "pseudo-pages" of old 256x256 size. It is easily seen here:  It causes several problems....
**Summary:** Currently UV coordinates are being fixed in legacy compiler during normal level compilation. This way TE ensures that broken UVs (eg. due to precision issue of Blender) are not...
Currently , the rotation gizmo on TE and WT is set to world rotation which makes rotating or moving objects difficult for diagonal moves. So I'd like to see an...
With the various engine re-implementations of the classic TR engine being eminently portable and ported to many systems i think it would be prudent to at least investigate what would...
Currently we support the generic formats like tga, but we also have full support of PSD file type. Considering Photoshop is a closed source application it feels only natural that...
I haven't found an option to export whole models from wadtool, only just single meshes. It would be nice to be able to export a whole model.
Imported geometry class in TE was seemingly put together in a big hurry without understanding of DirectX buffers concept. Namely, `ImportedGeometryMesh` class is directly inherited from `Mesh` class which contains...
At the moment there are several presets present in the import/export window of Tomb Editor / WADTool for 3ds max and blender, but at least in my case I never...
**Summary:** It seems that when a wad is lost and so builder needs to specify path to the wad again (by using Browse button), then in Static Meshes tab all...