Closed elvisish closed 1 year ago
Yep, it can be done with brush entities, you create an entry in the fgd and apply it to a brush, then just have a tscn that inherits Node3D that matches the name in the entities folder and it'll attach the mesh and collision to it.
In Qodot, it's possible to convert particular brushes into godot objects with scripts attached, ie: you can model doors and have godot automatically attach a door script to allow it to open and add variables to it in trenchbroom (such as door lock types or whatever). Is this currently possible in TBLoader?