[–] [S] 3 points 3 months ago* (3 children)

Good question. These programs have worked for a lot of people, but they just didn't click for me. To try and put it into words, they feel like they're one layer of abstraction away from where I need them to be.

Compare it to Paint.net and Photoshop. By the time Photoshop has booted, and loaded the image - I've already done what I want in Paint.net. It's not that Photoshop is bad, or Paint.net is better. It's just for 99% of image editing paint.net is good enough.

There exists a niche for a paint.net of map editors. It would be designed around creating a scene that you could import and finish in blender. Some ideas:

  • GLTF Material Managing ( Resolutions, maps, folders, maybe tie-ins to existing programs like PS and Aseprite. )
  • CSG To another level of abstraction, but would bake to a mesh with UV's prior to blender import. Think modifiers built around game design and not just 3d modelling.
  • Automatically handle naming of objects for importing purposes in Godot or other engines.
  • Provide an anchor point for blend file assets, to decrease linking and appending complexity, while also keeping assets separate.
  • Extend all this into some form of version control

This all basically exists in some form or another, but not as a standalone tool. I think the idea is neat, but most people get by with all the programs they use just fine. Something like this is really gratuitous and only serves people who struggle. If I ever get good enough I may try making it myself.

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  • [–] [S] 3 points 3 months ago (6 children)

    Thanks for the reply. Clunky would be the word I use. I would say it's perfect for finishing a level, for all the reasons you mentioned. However, I feel like there could be something even simpler. For example, those crazies that use Hammer to make Godot maps, like that but in a more sensible direction.

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