Import / Export

The Import / Export feature allows to import and export level parts in .MDL, .ASE, and .FBX format. It is only present when import or export filters are found in the wed_plugins folder. This way the level can be partially or completely designed with external model editors.

Export

Current Group Only

Exports only the group visible in the current Scope level.

Selection Only

Exports only the selected objects.

Add WMB Entity
Exports WMB entities as single meshes.
Add Model Entity
Exports MDL entities as single meshes.
Merge All

Merges all blocks to one single mesh on export. Please note that most editors don't support meshes with more than 65536 triangles and vertices.

Merge Groups

Merges all groups to single meshes on export. Please note that most editors don't support meshes with more than 65536 triangles and vertices. If no Merge option is selected, blocks are merged to meshes on export.

Faces Separation

Duplicates vertices belonging to different faces on convex blocks. This option prevents Gouraud shading.

Exclude Untextured Faces

Prevents exporting untextured faces.

Exclude Untextured Blocks

Prevents exporting completely or partially untextured blocks.

Save Textures

Stores the textures in external image files (always for FBX).

Import

Add Mesh to current Group

Adds the imported meshes to the currently selected group of the map.

Create new Group

Creates a new sub-group from the imported meshes

Import Blocks Mode Auto: Check whether the block is concave or convex. Concave: Mark all imported blocks as concave.
Add Textures to Folder Adds the imported textures to the given folder.
Add Textures to WAD

Adds the imported textures to the given WAD file.

Import level from FBX

 A7.08  This feature allows to create and edit whole levels in external editors such as MAX or MAYA, and convert them in a WMP level plus MDL entities, camera positions and light sources. The importer handles automatic updating of the level from an FBX file exported by the external editor. At importing or updating an FBX level you'll see a tree structure with the meshes, textures, camera positions and light source that are to be imported. The parts of the FBX tree can be expanded or collapsed by clicking on the nodes.

The import filter decides automatically which mesh or mesh group was changed in the external editor, and which entity in the existing level belongs to which mesh or mesh group in the FBX. Depending on that, every mesh gets two flag that determines whether it's to be imported at all, and whether it's to be imported as level geometry or model entity. By default, only changed meshes are imported and only meshes that do not match a model name are imported as level geometry.

The flags are indicated in the FBX tree in the Object and the Import As column, and can be manually toggled by clicking on it. The MDL name is indicated when a mesh is imported as model, and can be edited. After import, the flags are stored in a.imfl file in the work folder. The buttons at the top allow to reset the import flags (all meshes are imported as geometry), reload the previous flags (the state of the last import is restored) or reload the current flags (repeats the autodetection of the import).

In the Object column the textures are indicated with different icons depending on whether they are used for models or for geometry. If a texture is only used for a model, it is imported to the model but not selected and thus not added to the level. The texture import state changes automatically depending on whether the mesh that uses the texture is selected or not.

Remarks

 

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