Talk:Modifying an existing level: Difference between revisions

m
no edit summary
mNo edit summary
mNo edit summary
Line 113: Line 113:


===Dev notes===
===Dev notes===
====Checklist====
Done for addon
[x] import dae via drag and drop
[x] exports onisplit compatible dae (<code><technique sid="common"></code>)
[x] exports with adjusted world scaling and orientation (Z_UP rotates the map as Blender uses a different orientation in general)
<unit name="meter" meter="0.1"/>
<up_axis>Z_UP</up_axis>
[ ] add dae quick save option (as floating menu or hotkey?) 
[ ] add option to replace COLLISION with _marker_barrier during export and/or "on demand" (floating menu?)
[ ] import special dae on specific layer (Blender collection)
[ ] MOAR (maybe)
====Scaling====
====Scaling====
Round-tripping the old helix through Blender caused an upscaling.
Round-tripping the old helix through Blender caused an upscaling.
Line 129: Line 141:
  <unit name="meter" meter="0.1"/>
  <unit name="meter" meter="0.1"/>


====Up axis====
====World orientation and up axis====
A different up axis matters for character development. For levels, it was not yet testet.
From perspective of spawned player, character looks forward if map is:
* XSI: +Z = forward, +Y = up, +X = left.
* Blender: -Y = forward, +Z = up, +X = left (set Z_up during export)


====Gunk flag textures====
====Gunk flag textures====
8,914

edits