New advanced map editor for Quake engines: TrenchBroom

Ask questions about mapping in general, and show off your in-progress work.
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Ishq
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Re: New advanced map editor for Quake engines: TrenchBroom

Postby Ishq » Thu Mar 21, 2013 5:23 am UTC

The main thing I believe is different is the .map file is doom3 compatible. if you wanted, you could probably write a plugin that would make darkradiant output q3 compatible maps. XMap2 (xreal's map compiler, can compile maps created by darkradiant, iirc).
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kharnov
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Re: New advanced map editor for Quake engines: TrenchBroom

Postby kharnov » Thu Mar 21, 2013 5:27 am UTC

Do let us know if it goes anywhere! You can hang out on our IRC channel, too.
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lamefun
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Re: New advanced map editor for Quake engines: TrenchBroom

Postby lamefun » Mon Jul 08, 2013 5:38 pm UTC

velociostrich wrote:...if mappers would learn how to make geometry in dedicated modeling packages and not try to make everything out of brushwork, both Sauerbraten and (modern) Quake 3 derivatives would be a heck of a lot closer to "modern" standards.


Unfortunately, the only good free modelling package, Blender, has been hijacked by the Global Government to prevent development of Free Software games: has good features for 3D art, but not for game modelling: breaks API often, doesn't ship export plugins to Quake formats, and third-party plugins break due to API breaks.
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poVoq
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Re: New advanced map editor for Quake engines: TrenchBroom

Postby poVoq » Tue Jul 09, 2013 8:16 pm UTC

Well truth to be told, you are not wrong, but working with .md5 it is especially bad in Blender.
The .iqm exporter on the other hand works like a charm in all new Blender versions since 2.63a.

In general, a dedicated level editor with proper brush tools is a good thing though and will be never replaceable by something like Blender. It is true however that people should make and use more map-models in a program like Blender to utilize in the maps they make with Netradiant etc.
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poVoq
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Re: New advanced map editor for Quake engines: TrenchBroom

Postby poVoq » Sat Dec 26, 2015 5:56 am UTC

Uhh, looks like we might get a late xmas present:
http://twitter.com/kristianduske/status ... 4829149185

No official Q3 map support so far (I think), but with some conversion in Netradiant it should work and hopefully official q3 support will follow.

See what map editing in trenchbroom2 looks like (a bit older video):
http://youtu.be/EvSaZTbmGLQ

This could really revive quake engine mapping!
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kharnov
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Re: New advanced map editor for Quake engines: TrenchBroom

Postby kharnov » Sat Dec 26, 2015 6:01 am UTC

The fun part is going to be that "some conversion" bit. Has anyone mentioned wanting to do that?
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poVoq
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Re: New advanced map editor for Quake engines: TrenchBroom

Postby poVoq » Sat Dec 26, 2015 10:16 am UTC

Hmm, yeah seem more complicated to convert q1 .map to q3 .map than I thought.

Anyways, the Trenchbroom author has confirmed that the 2.0 beta is close and that q3 mapping will be the next feature he plans to implement afterwards.
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Ishq
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Re: New advanced map editor for Quake engines: TrenchBroom

Postby Ishq » Mon Dec 28, 2015 2:29 am UTC

Awesome.
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illwieckz
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Re: New advanced map editor for Quake engines: TrenchBroom

Postby illwieckz » Mon Jan 18, 2016 12:03 am UTC

This project looks good but definitely needs a descent build system (or a good contribution). Too bad I'm not a cmake wizard. :confused:

I've never managed to compile that software, ever.
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chris
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Re: New advanced map editor for Quake engines: TrenchBroom

Postby chris » Mon Jan 18, 2016 11:23 am UTC

This is can also be quite handy : http://www.wantonhubris.com/obj-2-map/

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