texxer / 07
Look
Settings in crunch, baked light and the lights are the project's, shared by all its models.
- texture: size of the model's texture. crunch renders it larger, then shrinks and sharpens it.
- edge width, cavity width: how far the edges and cavity masks reach from an edge, per model. Small models with fine detail want them narrow.
- detail maps: for models with a normal or occlusion map (baked from a high-poly model), how much its grooves, bevels and shading count. The export carries both maps into texxer's layout.
- palette: none, auto (the best colors for the texture, kept steady while you edit; painted colors always get theirs), Quake, or a palette file. dither mixes neighbor colors.
- baked light: light and AO painted into the texture, so it reads in any engine light.
View lights
light in the status bar sets the lights of the view; they don't change the texture. In the in-game view (I, flat ambient, AO, a light from above) it shows the game light: tone picks Godot's tone mapping: standard (linear, the default), reinhard, filmic, aces, agx.
P renders at game resolution (480, 360, 240 lines), with mipmaps like in the game. T holds a torch at the cursor. H headlight, ⇧B bloom on and off; its strength is under light.