Full self-documentation: exhaustive explanation of the pipeline and tool usage in the "Info" tab, mouse hover description of all tools, additional detailed information under "i" button.
Identical to in-game rendering inside Blender.
Simple setup: run the script, specify the required paths.
Visualization options to handle all practical artistic needs.
Full control over time of day.
Asset visibility filter.
Normals copy/merge tool allows quick visual merging of separate surfaces and objects.
Index based colouring system with selection by index and index usage detection.
Vertex color editor tailored to creating buildings and handle shader data channels in the most efficient way to speed up production.
Marker systems for cars, pedestrians, windows and custom marker types.
Export and import of game files.
Export checklist contains 11 categories with detailed explanation for artists to check before exporting.
Option to force final in-game view during building color editing.
Index based coloring in operation
Markers: pedestrians, cars, service vehicles, windows (for SFX)
Building shader's node system
Data-Day-Night Cycle ™
Background asset management:
HASH-based asset evaluation system ensures absence of duplicates and speeds up export by exporting only changed assets
Automatic asset setup based on object settings
Error monitoring system informs the user of occurring issues
Setup consists of installing the tool and providing the game repository path
Shaders nearly identical to in-game
Scene budget info with 10 key parameters
Default in-game camera for accurate look evaluation
Complete object setup for visual and gameplay parameters
Configurable area setup visualization with error warnings
Area setup-specific asset selection and visibility tools
Generic asset selection and replacement tool
Material and view management tool
Lighting options
Character interaction spot calculator automatically finds optimal spots based on space availability and camera visibility for all or selected objects requiring interaction spots
Manual clean-up and error finding tool for cases when the scene was handled without error check and may contain issues
Exporter handles exporting changed assets and complete scene configuration to Unity where it's processed into a ready to use prefab
Custom asset export configuration presets
Asset library visualisation shows all unique assets in separate groups based on material
Custom vertex color editor with material and channel specific tools
Various convenience tools that help with scene visualization and quickly handling frequently required or laborious operations
Game map editor in Blender
Final map layout