Seeing that UB Painter is written with Godot, not having to setup the spatial material every time would be so convenient : ).
Maybe this is in conflict with making a more universal app for all the game engines, but could see it as a little checkbox "Export Godot Material" in the export textures dialog, and maybe later adding ones for Unreal and Unity.
Also I love this program, I did not know I could make nice looking low-rez materials so easily, thank you Archim <3
UB Painter: QOL Export Godot-Ready Material
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- Posts: 2
- Joined: Fri Jan 13, 2023 4:51 am
Re: UB Painter: QOL Export Godot-Ready Material
Thank you very much,
the Idea is good. So, I looked short in a default Spatial Material, but it looks like the file is a binary file. As a result, it will be more work to implement such a function.
I will add it to my list, but I can’t promise to implement it. It will need time; I'm already totally behind my time schedule
because of family and some Illnesses.
Currently my whole free time is consumed by bug finding and fixing ^^
But I will keep it in mind, because I like the idea and it would be handy.
the Idea is good. So, I looked short in a default Spatial Material, but it looks like the file is a binary file. As a result, it will be more work to implement such a function.
I will add it to my list, but I can’t promise to implement it. It will need time; I'm already totally behind my time schedule
![Sad :(](./images/smilies/icon_e_sad.gif)
Currently my whole free time is consumed by bug finding and fixing ^^
But I will keep it in mind, because I like the idea and it would be handy.
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- Posts: 2
- Joined: Fri Jan 13, 2023 4:51 am
Re: UB Painter: QOL Export Godot-Ready Material
It's always nice when a developer is really responsive and receptive, so thank you ![Smile :)](./images/smilies/icon_e_smile.gif)
Tell me if I'm being obnoxious instead of helpful but I think spatial materials in godot are considered a resource, and you can just do ResourceSaver("path", material). And you can decide to save it as a '.material' (binary) or a '.tres' (readable text) file.
Thanks for being transparent about your time, and of course taking care of family comes first, best wishes for you all
![Smile :)](./images/smilies/icon_e_smile.gif)
Tell me if I'm being obnoxious instead of helpful but I think spatial materials in godot are considered a resource, and you can just do ResourceSaver("path", material). And you can decide to save it as a '.material' (binary) or a '.tres' (readable text) file.
Thanks for being transparent about your time, and of course taking care of family comes first, best wishes for you all