Open SharkPetro opened 3 months ago
For this issue we probably need full support of MDL format which is pretty complex task i believe. For me at least.
Another thing, it's probably a dumb question but I want to know if it's even possible to somehow have shaders from the materials translated to compute shaders that can be used in Godot with any sort of accuracy, if at all.
The class VMT
of VTFTool.gd
has a material mapping property materialMap
where you can assign an another material class instead of StandardMaterial3D
for specific shader as it made for WorldVertexTransition
for blend textures. Need to create analogies of shaders from Source Engine and i suppose it should solve the problem with materials completely. For sure it's a complex task as well.
I'm sorry for the long hold, I had trouble with college that I had to deal with first. Good job on improving the plugin by the way, I'm immensely happy with how nicely it's coming along.
Here's a list of issues and enhancement proposals for the model and material import:
Use VPhysics
, nothing forNot solid
or a bounding box forUse bounding box
.props_combine/stasisvortex.mdl
is missing transparency.items/ammocrate_smg1.mdl
andprops_c17/tv_monitor01.mdl
have weird artifacts.props_combine/combine_booth_short01a.mdl
glass on the front is only visible from the inside, on the sides is only visible from the outside.props_c17/paper01.mdl
is invisible from the bottom. materialmetal/metalfence007a
is not backface culled but it should be.Another thing, it's probably a dumb question but I want to know if it's even possible to somehow have shaders from the materials translated to compute shaders that can be used in Godot with any sort of accuracy, if at all.