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gltf is a newer open standard, used in webgl and opengl. i can always import it into something else and export as gltf.

i dont know about point filters, mip maps and such things, i am pretty dumb when it comes to 3d.

but i like tools like this that do a thing and not try to do every thing.

To tell you the truth, I mostly wrote it for myself to save myself some time and to fix a problem that wasn't addressed in other tile-based editors like Sprytile and Crocotile (Non-convex objects make for very unstable colliders)

Granted you CAN group it into convex objects, but I find the top-down view easier.  Glad some other people found it useful though :3

So I've added the gltf functionality and the windowed mode, but before I re-release the program I gotta test it.  GLTF does work out well for me because Blender wouldn't read my fbx format but it DOES read GLTF :D

Thanks for the suggestion.

yah gltf is becoming a standard since its an open spec, everyone can implement it.

look forward to seeing the update and fiddling with the modeler some more.

Oh, forgot to say I updated it.

By the way- it's possible the seams were caused by incorrect vertex normals calculations.  I found out I made those incorrectly when I tried to apply lighting to my model.  Try it now, and let me know if there are still seams.  :D

ok thanks. i will check into the modelling tool again soon.