This will be a little thread on remaking my old Marathon scenario Susannah in #GodotEngine. The first thing is the number 0.03125. This is how much you want to scale a marathon map in Blender after exporting it from Weland to get 1 unit in Blender to match 1 WU in Marathon
Texturing in Forge is quite nice as you could simply texture each face individually. Blender/Godot works differently though but I don't need to worry much about as Susannah had very minimal texturing needs. I do think Sprytile might be the key though. https://chemikhazi.itch.io/sprytile
As pointed out by chemikhazi @ twitter the Blender plugin BRM-UVTools might be the way to go regarding texturing Marathon maps in Blender. https://github.com/leukbaars/BRM-UVTools
Testing out the player sizes in a test level in Godot. Here you can see the player fitting inside a 0.5 unit wide gap, and under a ceiling 0.8 units from the floor.
Running the same level in Marathon actually allows the player to squeeze a little bit further into that gap but it makes movement really glitchy so that's most likely down to a bug in Marathon. Also, fun little fact, the player sprite is actually larger than the collision shape.
I had some trouble attaching the gif to this post so I'll just link to the tweet. Sorry about that. https://twitter.com/johannesgunnar/status/1026081189403258885
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