- Merge Vertices
If this option is selected, any vertices that are overlapping will be merged together to create just one vertex. The UVs of the vertices must also be the same for them to be merged as there can only be one UV coordinate per vertex. If the UVs are different, then the vertices won't merge even though they have the same position in 3d space.
- Vertex Colors
You can choose whether or not to include any vertex colors in the exported model. The .obj file format doesn't officially support vertex colors, however some programs accept a modified form where the R,G,B values are written directly after each vertex X,Y,Z position (v X Y Z R G B). This modified format will be used if exporting vertex colors in .obj format.
- Vertex Normals
You can choose between flat or smooth normals. Flat will set all vertex normals to be the same as the face normal. This will give the impression of sharp edges to each polygon. Smooth will average the vertex normals based on all polygon faces connected to that vertex. With Smooth selected you can specify the angle threshold to control which face normals affect the vertex normals. Specify the angle in degrees. If the angle between surfaces are within this angle, the vertex normals will be averaged betweeen them.
- Decal Offset
This will offset any decals by the provided amount to avoid z-fighting. Usually this is handled by a shader, but if that is not a option you can bake it into the geometry by providing a value other than 0. Use a small fraction like 0.01.
- Polygon Type
Polygon type only applies to .obj files. You can choose to export your tiles as Triangles or Quads. Triangles are three-sided polygons and Quads are four-sided polygons.
If you have triangular tiles in the scene (tiles that have one of their polygons collapsed), these may mess up your export when Polygon type is set to Quads and Merge Vertices is enabled. There is an option in the context-menu when you right-click the 3d scene that allows you to select all the triangular tiles (if there are any). While in Edit mode, right-click the scene and goto Faces > Select triangular tiles.
- Use Groups
Use Groups only applies to .obj files. This option will organize the tiles of each instance to their corresponding object group. This may effect how your .obj gets imported into other programs. Some programs will separate each group into their own objects upon import. So if you need the tiles split up into their corresponding objects then you will select this, otherwise everything will be treated as a single object.
The Unlit option only applies to .gltf and .glb files. If unlit is chosen, it will export the model without any lighting/shading properties.
- Embed Textures
Embed Textures only applies to .gltf and .glb files. This option will embed the texture data with the rest of the data so that there is only one file.
- Tile Spacing
When exporting, the tile spacing option will add pixels around each tile. So if you choose a value of 2, each tile will have two rows/columns of pixels added on each side, so there would be 4 total pixels rows/columns between every tile. Example: [[Tile]][[Tile]][[Tile]]
This tile spacing implementation only works if you keep all your uvs square with the same dimensions (one tile size per tileset).
- Power of Two
With power of two option enabled, the tilesets will resize the canvas (it will add empty space) up to a power of two dimension if they aren't already. This may be necessary for some engines to render your textures correctly. For instance, if your textures look blurry, it may be due to tilesets not being power of two dimensions.
- Limit export to currently selected tileset
With this enabled, only the tiles that belong to the currently selected tileset will be exported.
- Export UV Animations
This will export a text file containing JSON formated data for all the UV animations in your project. It will also bake some corresponding animation data into the UV data of vertices in your model. For more details about this data and how to use it, check the Animated Tiles section of this documentation.
All vertices positions will be multiplied by this value. You can modify this value to magnify/scale the size of your model if you need to.