editor: tile paint and collision strokes are one undo step, no collision option for tiles (visual-only model copy in the build), freed gl buffers and stale pick ids, export level as gltf/glb with textures and vertex colours
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@@ -267,6 +267,8 @@ used in the level** hides unused ones. Click a model to make it the current one,
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Painting onto a tile at the same height **swaps its model** instead of stacking a second tile.
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New tiles copy the vertex colours of an existing tile with the same model.
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One drag is one undo step: **Ctrl+Z** brings back all tiles a stroke painted over, erased or swapped.
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> **Tip:** Prefer swapping, moving or hiding original tiles over erasing them. Object scripts can
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> address tiles by their number, and erasing a tile shifts the numbers of all later tiles. The
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> status bar warns you when you erase an original tile.
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@@ -326,7 +328,15 @@ change all tiles** (paint the model, every tile using it changes) or **Shared mo
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this tile** (the painted tile gets its own copy of the model first).
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Brushes have one material per face class (top, sides, bottom); tile models are painted per
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polygon. Tile collision cannot be switched off – paint it 30 or hide the tile instead.
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polygon. A painting drag is one undo step.
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### Tiles without collision
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To make a tile only visual, select it and tick **No collision** (Inspector, section **Build**; works
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for several selected tiles at once). The built level then uses a copy of the tile's model without
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collision polygons: the llama walks through the tile (a wall) or falls through it (a floor). Other
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tiles of the same model keep their collision. In the editor the tile no longer shows collision
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lines, and checks such as "no floor under the player start" ignore it.
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The layer **Invisible collision volumes** draws invisible walls, invisible blocks and colliders
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translucent red so you can see them while editing.
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@@ -7,7 +7,7 @@ collision and lit vertex colours, and its textures are packed onto texture pages
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The **library** works the other way round: it saves geometry from any level (original tiles,
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brushes and meshes, with their textures) so you can insert it into other levels. And **Export
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selection as OBJ** takes level geometry to Blender.
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selection as OBJ** takes level geometry to Blender, **Export level as glTF** the whole level.
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## Supported files
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@@ -178,6 +178,28 @@ it in Blender, then **File → Import mesh** it back (round trip).
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> **Note:** The exported textures are game data – fine for your own editing, please don't share
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> them.
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## Export the level as glTF
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**File → Export level as glTF…** writes the whole level – tiles, brushes and meshes – as one glTF
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2.0 file for Blender or any 3D viewer:
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* **.glb** (binary) or **.gltf** (text, everything in one file), chosen by the file type,
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* the level's texture pages as PNG pictures inside the file, the game's vertex colours
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(light and shade) as vertex colours, transparent and double-sided parts as such,
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* unlit materials, so viewers show the baked colours like the game.
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| Option | Meaning |
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|---|---|
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| **Object models** | also the models of placed objects (coins, characters …) as the viewport shows them |
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| **Leave out hidden items** | items hidden in the editor (**H**) are not exported |
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| **Game orientation** | mirrors the level so that Blender and viewers show it the same way round as the game. Off: the same axes as the OBJ export and **Import mesh**, so the file can be imported again unchanged |
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Tiles with **Exclude from build** are left out. 1 unit is 1 cell.
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> **Note:** The exported textures are game data – fine for your own use, please don't share them.
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## Tips for good meshes
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* Model at the right scale: 1 cell is one grid square, the llama is about 0.6 cells tall. Use
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@@ -157,6 +157,7 @@ Every menu command with its shortcut and a short description.
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| Import texture… | | Import PNG/JPG images as textures (colour reduction, blend class, packing) |
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| Export level WAD… | | Build the level and save the game file (.wad) somewhere |
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| Export selection as OBJ… | | Mesh, UVs, vertex colours, textures (PNG) and collision for Blender |
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| Export level as glTF… | | The whole level with textures and vertex colours as .glb / .gltf (Blender, viewers) |
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| Close editor | **Ctrl+Q** | Close the editor |
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### Edit menu
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