c-d-a
c-d-a
Quake 4 has ["shader guides"](https://iddevnet.dhewm3.org/quake4/ArtReference_Q4Shaders_Guides.html) - templates that allow you to reuse generic materials with a substituted texture. Same idea, different syntax. Since Quake 4 is supported by NRC (to...
Predefined blocks in ENTs sound great. The order of keys in FGDs (as it is now) inserts inherited properties below the ones unique to the entity. I think that makes...
>but the collision mesh is raised above where it is supposed to be. Right, the collision's transforms don't get applied properly because export_collision_packed() multiplies vertex coordinates by the object's transform...
Well, this is curious, but there is an explanation. The scale of this specific object instance is set to 0.91 in editor, which apparently acts as an override for nif...
I won't have the time to properly look at this for a couple days at least. Currently the exporter only gets custom properties from empties and lights (and exports them...
Not sure if any of the following is relevant, but could potentially provide some context. Different DVD versions of the game can also have different nifs. About 75% of models...
1. You've demonstrated that if you had followed my advice on preparing the mesh, none of this would have been necessary, and you could have simply exported as brushes (with...
>You mean that I will get exactly 100% accuracy exporting the mesh as a brush? In principle: yes, whatever geometry you have in Blender can be exported to brushes without...
There is another (degenerate) [triangle](https://github.com/c-d-a/io_export_qmap/assets/55441216/b0504473-d1b2-4140-8d8e-1b26425540b0) in your last image. Meaning that combined with the "enclosed" triangle it forms a quad. Meaning that by your rules, you should be able to...
I'll make my point about edges again, visually. Let's say you've lucked out and your mesh neatly fits into a grid, with no edge splits required. But then the engine...