Open motorsep opened 10 months ago
Unfortunately, that's a limitation of the model format. Quake model vertices are required to have a 1 to 1 mapping to UV coordinates, so you have to duplicate vertices in order to UV map their faces appropriately. That's not a requirement for Hexen II's mission pack model format though.
I'll look into how I can merge duplicated vertices on import since I would be able to find out which vertices are duplicates and which aren't.
Understandable, but wouldn't it be possible to keep adjacent verts in the same location (so they don't split apart forming tears in the model; whether it's export or import) ?
I noticed that not only models come in as loose triangles, but also some of the vertices don't share the same location (torn away from one another, if I may put it this way). Even if I do Mesh Clean-up > Merge By Distance, those vertices won't merge unless I crank up the value, which in turn will remove vertices that by design located close to one another.