The new .mtl feature works great!
Vertical offsets
I was exploring on how the game interprets vertical texture offsets and I am trying to figure out this behavior:
https://i.imgur.com/g0eCs8Y.png
Can it be limitation of the engine or it's just 2 engines interpreting offsets in a different way?
Before that Trenchbroom was exporting mirrored textures, because I didn't set the proper map preset (there is Standard / Quake 2 / Valve) and texture mapping differs between them as I understand. But now horizontal offsets seem to work correctly.
GrayFace wrote:
Cool! The step with invisible textures can be done better by importing the model into 3D software and using the function that would join the elements and remove these facets altogether (I don't remember how vladimir maestro called that function). I know in original Quake maps all facets that couldn't possibly be seen were removed too.
For me the goal is to completely remove 3D software from the process. Mainly due to import / export making everything much more complicated.
Quake games use the exact the same approach for removing unnecessary geometry, it's just named differently - Skip, instead of _Invisible_. Everything marked with Skip gets removed during BSP compilation step, so it is really convenient as is.
Map references
I've also tried to convert the New Sorpigal map to a Quake .map, but if I try to export the entire thing blender just freezes, assumingly because of the highly detailed terrain.
Here's the converter:
https://github.com/c-d-a/io_export_qmap
It seems to work great with indoor maps.. Maybe I just need to give it more time.
Object groups
Trenchbroom assigns the same prefix to the brushes that belong to the same group or map layer. That prefix can be used to group object when importing models into MMEditor. Best case scenario is room import, since for now it wouldn't work because each object will be treated as a separate room.
Here's what it looks like:
https://i.imgur.com/BuTT9HR.png
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By the way are MMEditor and MMExtension merged now? Since both readme and the files from MMEditor are in the repository. If so I'll just keep the link to the repository instead of the github.io page.