Comments (1)
If you're meaning having the image names be the actual file texture name, go into the python script file and do the following to it (for the latest version of the file uploaded on here):
Delete line 432 entirely and 2 lines before, the line just before the break statement, add this to it and you should be good to go:
texstring = node.image.name.replace(" ","_").
Note: you might want to add another replace method call that replaces the file extension with nothing like this:
.replace(".tga","") or .replace(".dds","").
WARNING: You must be in Viewport Shading: Material Preview Mode for this to work.
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Related Issues (20)
- Feature Request - Export Brushes from disjunct surfaces in one Mesh HOT 4
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- Mesh option per object ? HOT 4
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- Support for DarkRadiant layers HOT 3
- [Feature request] Decomposing concave meshes into convex automatically HOT 3
- [feature] Grid settings panel (presets)
- Making level with models and brushes - what's the best way to export .map ? HOT 2
- How to export info_player_start ? HOT 2
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- Export mesh as a patch
- Export Planes as a Patch HOT 13
- i need new way to convert to quake map HOT 1
- Export Connected Mesh as a Patch *(Pls read) HOT 18
- [Request] Import Conversion HOT 3
- Check discord DM HOT 1
- CHECK YOUR FUCKING DISCORD HOT 1
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