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Releases: GeneralProtectionFault/idTech-2-BSP-Blender-Importer

2.0.3 - Entity Custom Properties

26 Nov 06:19
dd8a987

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When opting for the "Show Entities" option:
image

...This previously created an empty with its text/description at the appropriate location. However, not all entities have an explicit location, and those without one were skipped. Those are now added as custom properties for those wishing to have a convenient way to view them while looking at the map.

2.0.2

26 Nov 05:44
dd8a987

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This update simply sets the locations of the nodes when creating the materials so they don't pile on top of each other.

2.0.1 - Regression Fix

25 Nov 05:48
28381df

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Lightmaps & .wal images are now converted/handled in memory instead of writing a .PNG to disk.
This caused a regression which would Y-flip these.

Fixed & added some polish to the import menu options.

2.0.0 - Convert to extension

23 Nov 01:07
28381df

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This release converts from Blender's legacy add-on format to the newer Blender Extension format.
Install it from the menu indicated above.

This means the Blender version must be at least 4.2, when extensions were added.
The blender_extension branch of this repo has been created to track this.

The file is larger because it includes wheels of the Pillow (Python) library, used for handling the texture images.
Extensions require dependencies to be included in pre-built Python wheel files, removing the obvious security concern of the add-on installing directly into Blender's Python environment. This can be a bit of extra maintenance, but admittedly it does remove the little hesitation starting up Blender and the add-on checking that it's installed every time =D.

1.4.0

23 Nov 00:26

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.WAL images are now handled in memory and packed into the scene.
This removes the need to write a .PNG when importing Quake II models that use .WAL images, which sucked.

Same has been done for the final lightmap atlas texture.

1.3.2

06 Nov 03:21

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Updated process for assigning materials to faces--previous process was brittle and depended on Blender preserving face order upon mesh creation.

Lightmap update: Some UVs for the lightmap UV layer would be incorrect due to a similar problem--face vertex order didn't always line up, resulting in roughly half of them not mapping correctly.

1.3.1

03 Nov 16:41

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  • For Quake II maps - updated to use Quake II lump file for color palette:
    Many textures look correct now - some still not so much
  • Lightmaps - Fix to use Non-Color data for lightmaps in material. Some are still curiously dark, but fixes technically incorrect application.

1.3

03 Nov 00:49

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1.3
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New options:

  1. Apply Lightmaps: This will create an atlas texture from the lightmap data of each face, create a separate UV layer for them, and apply them (multiply the color). Materials will have a Lightmap Influence node that can adjust the selected value here (but it would need to be changed on all materials if a change is desired--at present at least).
  2. Show Entity Info: Creates an empty object and a child text object for all entity data that has an "origin" field (defines a location in the map). Note that the origin coordinates displayed are the original, and currently not multiplied by the model scale.

These default to False. The lightmaps can sometimes be very dark, and often not a desirable result if you want to get to a game engine--where light will be handled anyway. It may make sense to apply them at reduced strength or effect regardless, depending on the model, naturally.

1.2.2

22 Mar 17:29

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Handle missing textures gracefully & don't create PNG that already exists (.wal files)

1.2.1

19 Mar 01:56

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Fix PIL install/place in init file.