Recently looked into #TrenchBroom on my Debian machine - it's modern editor for #Quake maps - should I build something there? ;)
#trenchbroom β Public Fediverse posts
Live and recent posts from across the Fediverse tagged #trenchbroom, aggregated by home.social.
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other people: *fights about yellow paint in level design* me: "I lived through the incoherent fps maze bullshit from the '90s, I must make a better world for those who follow after me" #leveldesign #trenchbroom #quake1 #gamedev
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other people: *fights about yellow paint in level design*
me: "I lived through the incoherent fps maze bullshit from the '90s, I must make a better world for those who follow after me"
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Lesson learned: working without patches is *difficult*. :(
Did not successfully complete my entry for the 30th Anniversary pack, but I'm still finishing this, and will release it on my own as my own little celebration of Quake.
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New area, new colours! Also, every good map should have a Secret High Spot where you can grab a cool weapon.
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It's coming down to the wire for my entry in the 30th Anniversary Quake map jam. I really, really want to cross this finish line! Pray to some eldritch gods for me, will ya?
(prototype textures are temporary, we've got a special texture pack we're using)
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Dug up a Quake episode I started a long time ago. Back to work on it now!
#Quake #leveldesign #lowpoly #gamedev #trenchbroom -
Making a pirate ship #7dfps
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Time to create levels with #Trenchbroom, but I discovered that between my last project and this one the Qodot addon has been discontinued π
Fortunately it was revived as FuncGodot (https://github.com/func-godot/func_godot_plugin) #7dfps -
I'm very happy to have discovered #Trenchbroom for this project, I'm fixing some collisions in my levels very easily
Oh and by the way did I say I will release the game next week? π (exact day TBD) -
Doom 3 can do it, too.
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Want to make a 3D game for #MadeWithDefold Jam 2025?
Look at awesome modules by Roman Silin:
πΆββοΈKinematic Walker: https://defold.com/assets/kinematicwalker/
π₯ Operator: https://defold.com/assets/operator/
βοΈ Illumination: https://defold.com/assets/illumination/
β Trenchbroom: https://defold.com/assets/trenchbroom/ -
I'm really happy to have discovered #TrenchBroom for this project, it's really easy to change things on the levels. And with the Qodot plugin just one click and they are reimported in the game π
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Since last post I've decided to use TrenchBroom to make the levels! You can see here my first test with the beginning of what will probably be the first level.
Sorry for the quality I need to find a setup to do proper filming of me playing the game on PS Vita π#screenshotSaturday #godotEngine #trenchBroom #gamedev #psvita
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An optimized Nodegraph in #Godot for pathfinding purposes :) each node is manually placed inside #trenchbroom (there are plans to automate this later on). My zombie is able to walk on these lines with the #astar class that Godot provides :D . This is inspired by Half-Life and I'll save the data as a resource in order to minimize load times (~800 nodes take about ~45 seconds), inspired by the AIN files :) . I'm happy with the result and flying monsters shouldn't be a problem at all anymore :D
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#GodotEngine #Blender #Texture2DArray #Textures #Shader #Quake #Trenchbroom
Lessons:
1. Texture2DArray is better to use than TextureAtlas.
2. There is a very nice workflow from Blender into Godot here:https://lexpartizan.dreamwidth.org/415.html
(I would avoid any dl links on this old page. they point to dot ru sites.)
I am trying it and learning. Very nice so far for Quake-like Trenchbroomish texture placement in Blender that just pops into Godot via glb.
Will do a tut when I get it all brained!
π¦ -
It's been a while, but got back to #trenchbroom practice a few days ago. Was trying to model the env from an ICOnic (π₯) scene. No water in my texture pack, so just used green slime
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I've been working on a module for the luxe engine that allows you to import Quake maps made with TrenchBroom! It's such a nice level editor and this will help make 3D worlds so much nicer in this engine!
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Hold my beer, I'm gonna try doing something immensely stupid with Doom 3.
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Don't really knows why the texture are buggued (I converted an half-life WAD to a WAD2 one, not even sure it was necessary so that may explain why :D).
But it already looks miles better without the industrial-hell texture I used before :P (even though I kinda liked the hellraiser version of my desk :D)
I'll probably do all the textures myself at some point if I don't get bored of the project before (it's just for training / fun).
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Managed to import custom texture (green/greyish grass on the ground, the color looks nothing like the original but I guess I should work in 256 color or something) and Half-Life ones into my Trenchbroom / Quake map :D
Now the fun can begin !
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Also learning to use #Trenchbroom as a side project ;)
I'm re-creating the building at my day job as it's easier to model something I see everyday.
The first image is where I spend most of my life and where dreams go to die :D
I'm really loving this tool compared to Blender, I think my future 3D games will use this for the levels and Blender for props.
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Had a hard time figuring out how to map PBR textures in func_godot, but finally managed to make some emissive lava. One checkbox to turn on Godot's global illumination and it looks like a vibe already. Lighting is everything!
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@kaofelix #func_godot and #Trenchbroom are really mighty tools :)! I hope that I can finish my current feature branch soon, so I can implement puzzles and traps in order to design cooler maps within trenchbroom :D
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Alright, so today's Trenchbroom fiddling was about figuring how the entity system works with func_godot. Got it so that an info_player_start entity in Trenchbroom, will turn into the player controller when the map builds. It's a... uh, start, I guess?
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Another Trenchbroom doodle. Been thinking about these stairways for a while. Do those have a name? Metrics were tricky, but managed to make it grid aligned enough to be stackable
Also, sort of looks like a crab? π¦
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Alright, back to TrenchBroom again! I'm getting obsessed with stone arches, so I wanted to model some more based on a picture I took on the weekend. Mine look a lot shorter, though, maybe I need a creepy doll for scale.
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A new RC1 version of #trenchbroom is out!!
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2024.2-RC1