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).
New advanced map editor for Quake engines: TrenchBroom
-
Ishq
- Project Head
- Posts: 1152
- Joined: Tue Mar 06, 2012 8:32 pm UTC
-
kharnov
- Granger
- Posts: 1851
- Joined: Tue Mar 06, 2012 10:54 pm UTC
- Clan: GT
- Location: New York City
Re: New advanced map editor for Quake engines: TrenchBroom
Do let us know if it goes anywhere! You can hang out on our IRC channel, too.
-
lamefun
- Tyrant
- Posts: 371
- Joined: Mon Jun 04, 2012 10:29 am UTC
Re: New advanced map editor for Quake engines: TrenchBroom
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.
-
poVoq
- Mantis
- Posts: 67
- Joined: Tue Oct 09, 2012 5:01 pm UTC
Re: New advanced map editor for Quake engines: TrenchBroom
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.
-
poVoq
- Mantis
- Posts: 67
- Joined: Tue Oct 09, 2012 5:01 pm UTC
Re: New advanced map editor for Quake engines: TrenchBroom
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!
-
kharnov
- Granger
- Posts: 1851
- Joined: Tue Mar 06, 2012 10:54 pm UTC
- Clan: GT
- Location: New York City
Re: New advanced map editor for Quake engines: TrenchBroom
The fun part is going to be that "some conversion" bit. Has anyone mentioned wanting to do that?
-
poVoq
- Mantis
- Posts: 67
- Joined: Tue Oct 09, 2012 5:01 pm UTC
Re: New advanced map editor for Quake engines: TrenchBroom
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.
-
Ishq
- Project Head
- Posts: 1152
- Joined: Tue Mar 06, 2012 8:32 pm UTC
-
illwieckz
- Project Head
- Posts: 842
- Joined: Sat Aug 11, 2012 7:22 pm UTC
- Location: France
Re: New advanced map editor for Quake engines: TrenchBroom
This project looks good but definitely needs a descent build system (or a good contribution). Too bad I'm not a cmake wizard. ![]()
I've never managed to compile that software, ever.
This comment is licensed under cc by 4 and antecedent. The Crunch tool is awesome!
-
chris
- Modeler
- Posts: 115
- Joined: Mon Apr 16, 2012 9:34 am UTC
Re: New advanced map editor for Quake engines: TrenchBroom
This is can also be quite handy : http://www.wantonhubris.com/obj-2-map/
