Closed brookeburkett closed 1 year ago
Looks like it's an issue with TGA as well.
Workaround is to add additional extension strings (eg bmp, tga) to the Texture File Extensions field on your QodotMap object. By default it's just populating it with png.
What
When importing a .map using Qodot, no bitmap textures are found or applied.
How
Create a bitmap texture in the res://textures folder. Create a new trenchbroom map using the provided Qodot .cfg file, properly pointed to the project directory. Texture the default brush with the bitmap texture, then save. Import as a QodotMap node. No texture.
Convert this texture to png, and follow the same steps above. No issue finding the texture and applying it upon import.
Expected
I would expected a 1:1 from the textures I see in the .map editor in Godot (via. Qodot.) I suspect this may be a limitation on Godot's part, so if that is the case some documentation on this limitation would save others the time i invested in this.