Overload Level Editor
Overload is a registered trademark of Revival Productions, LLC.
Source code to Overload Level Editor (OLE) and Decal Mesh Editor (DMeshEditor)
How to run
Improvements
- Displays game models for entities (by Arne)
- Application icon (by CHILLYBUS)
- Fix for NaN UV errors (by Arne)
- Fix lava particle effect size (by kevin)
- Align copy/paste by edge (by kevin)
- UV Editor window UI location/visible tweaks (by Sirius)
- Fix quaternion conversion used for entity rotation (by Arne)
- Add "Bisect Polygon" button (by Sirius)
- Locale independent hunter/falcon export (by Arne)
- Fix export with portal with lava slave side (by Arne)
- Obj Import Improvements (by Arne)
- Make texture name label in DMeshEditor work (by Arne)
- Fix invisible textures in DMeshEditor (by Arne)
- Allow cycling backwards on the Entity Pivot field (by Arne)
- Add color dialog to light color field (by Arne)
- Fix degenerate cases; make drag mark update marked vertex/face counts correctly (by Sirius)
- Fix display of textures in decal list (by Arne)
- Show current entity coordinates in Entity Coords input box (by Sirius)
- Fix inverted default segment UV orders (by kevin)
- Custom reflection probe options (by kevin)
- Trigger entity subtype for placing reflection probes directly instead of through LevelPost
- Checkbox in level custom info to include or exclude default chunk-based reflection probes on export
- Exported reflection probes are always forced on
- New TriggerDepth property for controlling the automatic opening proximity for doors (by kevin)
- Default is 12 units
- Clearing/not setting uses default
- New optional starting HP property for Prop and Special entities (power cores, reactors, matcens) (by kevin)
How to build
OverloadLevelEditor.sln should be buildable on Visual Studio 2017+