editor: readable names in tool status and problem texts, waypoint reference buttons shorten to fit, x/y/z fields stack in a narrow inspector, whole-number outliner filter for tiles, z-buffered mesh import preview, gltf export of the selection only and of collision as a separate mesh

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MineTec committed 2026-11-07 13:39:54 +01:00
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@@ -7,7 +7,8 @@ collision and lit vertex colours, and its textures are packed onto texture pages
The **library** works the other way round: it saves geometry from any level (original tiles,
brushes and meshes, with their textures) so you can insert it into other levels. And **Export
selection as OBJ** takes level geometry to Blender, **Export level as glTF** the whole level.
selection as OBJ** takes level geometry to Blender, **Export level as glTF** the whole level (or
the selection).
## Supported files
@@ -189,8 +190,8 @@ unchanged: edit it in Blender, then **File → Import mesh** it back (round trip
## Export the level as glTF
**File → Export level as glTF…** writes the whole level – tiles, brushes and meshes – as one glTF
2.0 file for Blender or any 3D viewer:
**File → Export level as glTF…** writes the whole level (or only the selection) – tiles, brushes and
meshes – as one glTF 2.0 file for Blender or any 3D viewer:
* **.glb** (binary) or **.gltf** (text, everything in one file), chosen by the file type,
* the level's texture pages as PNG pictures inside the file, the game's vertex colours
@@ -199,13 +200,15 @@ unchanged: edit it in Blender, then **File → Import mesh** it back (round trip
| Option | Meaning |
|---|---|
| **Selection only** | only the selected tiles, brushes, meshes (and objects, with **Object models**) |
| **Object models** | also the models of placed objects (coins, characters …) as the viewport shows them |
| **Collision as separate mesh** | the collision polygons as an extra node **collision**, untextured, one colour per collision material (grey 0 normal, green 16 exit floor, red 30 no floor / death) – handy to check in Blender where the llama can walk |
| **Leave out hidden items** | items hidden in the editor (**H**) are not exported |
Tiles with **Exclude from build** are left out. 1 unit is 1 cell. Viewers show the level the same
way round as the game, and **Import mesh** reads the file back unchanged.
![glTF export dialog and the exported village read back by Import mesh](img/geo_gltf_export.jpg)
![glTF export dialog and the exported village (with the collision node, death floor in red) read back by Import mesh](img/geo_gltf_export.jpg)
> **Note:** The exported textures are game data – fine for your own use, please don't share them.
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@@ -157,7 +157,7 @@ Every menu command with its shortcut and a short description.
| Import texture… | | Import PNG/JPG images as textures (colour reduction, blend class, packing) |
| Export level WAD… | | Build the level and save the game file (.wad) somewhere |
| Export selection as OBJ… | | Mesh, UVs, vertex colours, textures (PNG) and collision for Blender |
| Export level as glTF… | | The whole level with textures and vertex colours as .glb / .gltf (Blender, viewers) |
| Export level as glTF… | | The level (or the selection) with textures and vertex colours as .glb / .gltf (Blender, viewers) |
| Close editor | **Ctrl+Q** | Close the editor |
### Edit menu
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