Blender addon: lay out maps, tag objects, one-click export to a Dead Air mod (exploratory, not guaranteed) #31
Loading…
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Status: exploratory, NOT guaranteed
This is just thinking about it — a tracking issue for an idea, not a
commitment and not on the roadmap. Nothing here is approved to build.
The idea
Make the modding/asset pipeline require only Blender and Godot.
A Blender addon would expose everything the modding framework wants to
expose — code and function references, level design, etc. — inside
Blender, so someone can lay out a map, set up animations and trigger
zones there, and one-click export converts all the key refs and func
refs into a mod for Dead Air.
Tagging
Objects are tagged with a syntax like:
References, not embeds (load-bearing)
An item/object tag loads the reference from the tagged game assets and
does not export as an object in the scene. Example: import a custom
pistol into the Blender scene and tag it. On export, the pistol's
assets are NOT exported into the scene — the export emits a reference
to the asset in the game files. Importing + tagging in Blender is only
for positioning and scripting purposes.
Proposed one-click flow
addon.json+ level/item JSON sidecars: placements, triggerzones, animation refs, func refs.
Func refs are resolved by the Godot module loader at load time and fail
loudly if missing, consistent with the tie rule (a conflict is a loud
startup error naming both sides, never a silent winner). Blender is
spatial authoring, not a code editor: the addon writes references to
code, never GDScript itself.
Open questions
tag? collection? property?
collision, or pure data?
engine #27 (module follow-ups), grip markers / da_rig, and
game-planning #17 (modding support).
Non-goals