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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poVoq
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Re: New advanced map editor for Quake engines: TrenchBroom

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Tom
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Re: New advanced map editor for Quake engines: TrenchBroom

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poVoq
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Re: New advanced map editor for Quake engines: TrenchBroom

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Anyone tried this recently? It seems like Quake3 patches are mostly supported now?

https://github.com/TrenchBroom/TrenchBr ... ag/v2022.1
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cu-kai
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Re: New advanced map editor for Quake engines: TrenchBroom

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poVoq wrote:Anyone tried this recently? It seems like Quake3 patches are mostly supported now?

https://github.com/TrenchBroom/TrenchBr ... ag/v2022.1
Not sure as there's been a lot of work on NetRadiant lately, I'd be willing to give it a try at some point and report back.

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

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poVoq wrote: Thu Aug 11, 2022 4:36 pm UTC

Anyone tried this recently? It seems like Quake3 patches are mostly supported now?

https://github.com/TrenchBroom/TrenchBr ... ag/v2022.1

I updated our work-in-progress gamepack for TrenchBroom.

This is what I now get, here loading the Unvanquished Parpax map:

Image

Loading files from DPK works but it doesn't support CRN, Webp image formats and IQM model formats yet. I haven't tried to load a map with source dpkdir as the issue for pakdir implementation is still open.

This is promising though, entities are supported (I used the Netradiant .ent format), map geometry and entity sizes look correct.

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

Post by illwieckz »

I now notice the texture browser only lists texture folders like textures/shared_tech_src, and since no one shaders use those paths, it probably means there is no .shader support yet. So even if image formats were supported, we wouldn't be able to texture the map yet.

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