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(4 edits)

I'm not sure, but the seams I'm seeing looks like the program's grid.  In blender and Unity, I don't see any seams (as long as I use point filter, turn off generate mip maps, and turn off HDR in the camera settings)  Most modern modelers use floating points for the UVs so without very precise wrapping it'll create seams (hence the point filter)

gltf sounds kind of obscure, but if there is a plugin for it I'll give it a shot, sure.
I'll also see about having it start in Windowed mode on startup for the future.

gltf is a newer open standard, used in webgl and opengl. i can always import it into something else and export as gltf.

i dont know about point filters, mip maps and such things, i am pretty dumb when it comes to 3d.

but i like tools like this that do a thing and not try to do every thing.

To tell you the truth, I mostly wrote it for myself to save myself some time and to fix a problem that wasn't addressed in other tile-based editors like Sprytile and Crocotile (Non-convex objects make for very unstable colliders)

Granted you CAN group it into convex objects, but I find the top-down view easier.  Glad some other people found it useful though :3

So I've added the gltf functionality and the windowed mode, but before I re-release the program I gotta test it.  GLTF does work out well for me because Blender wouldn't read my fbx format but it DOES read GLTF :D

Thanks for the suggestion.

yah gltf is becoming a standard since its an open spec, everyone can implement it.

look forward to seeing the update and fiddling with the modeler some more.

Oh, forgot to say I updated it.

By the way- it's possible the seams were caused by incorrect vertex normals calculations.  I found out I made those incorrectly when I tried to apply lighting to my model.  Try it now, and let me know if there are still seams.  :D

ok thanks. i will check into the modelling tool again soon.