codecat / godot-tbloader

TrenchBroom Loader for Godot 4. (Alternative to Qodot)
MIT License
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Build every brush as separate mesh #71

Open jairbolsonaropresidenteem2026 opened 1 year ago

jairbolsonaropresidenteem2026 commented 1 year ago

Hello! How are you?

My question is: Is there any way to compare the map, but instead of merging everything into a single model, does it create a mesh instance for each object on the map? I think it would be better to use occlusion occluder and etc.

Example: image image

Instead of merging all these cubes into a single mesh instance, it creates multiple nodes for each cube. Just like groups works

solitaryurt commented 1 year ago

Would also be useful to be able to group meshes. Would be nice to allow for one mesh per brush.

krazyjakee commented 1 year ago

If there are over a certain number of meshes in a group, should it become a multi mesh instance instead? I wonder if that would fix the performance/crashing of very large maps in the current version too.

Skaruts commented 1 year ago

Keep in mind you can use brush entities to separate brushes from the worldspawn mesh. If that's what you want.

victorbstan commented 11 months ago

You can also separate brushes out by layers, and groups, so... this IMHO just seems like an opinion piece