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#trenchbroom β€” Public Fediverse posts

Live and recent posts from across the Fediverse tagged #trenchbroom, aggregated by home.social.

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  1. Recently looked into #TrenchBroom on my Debian machine - it's modern editor for #Quake maps - should I build something there? ;)

  2. Recently looked into #TrenchBroom on my Debian machine - it's modern editor for #Quake maps - should I build something there? ;)

  3. Recently looked into #TrenchBroom on my Debian machine - it's modern editor for #Quake maps - should I build something there? ;)

  4. Recently looked into #TrenchBroom on my Debian machine - it's modern editor for #Quake maps - should I build something there? ;)

  5. 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

  6. 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"

  7. 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

  8. 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

  9. 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.

    #quake1 #trenchbroom #leveldesign

  10. 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.

  11. 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.

    #quake1 #trenchbroom #leveldesign

  12. 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.

    #quake1 #trenchbroom #leveldesign

  13. New area, new colours! Also, every good map should have a Secret High Spot where you can grab a cool weapon.

    hachyderm.io/@Adorable_Sergal/

  14. 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)

    #quake1 #trenchbroom #leveldesign #gamedev

  15. 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)

  16. 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)

    #quake1 #trenchbroom #leveldesign #gamedev

  17. 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)

    #quake1 #trenchbroom #leveldesign #gamedev

  18. Time to create levels with #Trenchbroom, but I discovered that between my last project and this one the Qodot addon has been discontinued πŸ˜…
    Fortunately it was revived as FuncGodot (github.com/func-godot/func_god) #7dfps

  19. Time to create levels with #Trenchbroom, but I discovered that between my last project and this one the Qodot addon has been discontinued πŸ˜…
    Fortunately it was revived as FuncGodot (github.com/func-godot/func_god) #7dfps

  20. Time to create levels with #Trenchbroom, but I discovered that between my last project and this one the Qodot addon has been discontinued πŸ˜…
    Fortunately it was revived as FuncGodot (github.com/func-godot/func_god) #7dfps

  21. Time to create levels with #Trenchbroom, but I discovered that between my last project and this one the Qodot addon has been discontinued πŸ˜…
    Fortunately it was revived as FuncGodot (github.com/func-godot/func_god) #7dfps

  22. 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? πŸ‘€ (exact day TBD)

  23. 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? πŸ‘€ (exact day TBD)

  24. 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? πŸ‘€ (exact day TBD)

  25. 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? πŸ‘€ (exact day TBD)

  26. 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 πŸ’–

    #godot #godotengine #gamedev

  27. 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 πŸ’–

    #godot #godotengine #gamedev

  28. 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 πŸ’–

    #godot #godotengine #gamedev

  29. 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 πŸ’–

    #godot #godotengine #gamedev

  30. 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 πŸ˜…

    #screenshotSaturday #godotEngine #trenchBroom #gamedev #psvita

  31. 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 πŸ˜…

    #screenshotSaturday #godotEngine #trenchBroom #gamedev #psvita

  32. 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 πŸ˜…

    #screenshotSaturday #godotEngine #trenchBroom #gamedev #psvita

  33. 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 πŸ˜…

    #screenshotSaturday #godotEngine #trenchBroom #gamedev #psvita

  34. 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

  35. 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

  36. 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

  37. #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:

    lexpartizan.dreamwidth.org/415

    (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!
    πŸ¦‡

  38. #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:

    lexpartizan.dreamwidth.org/415

    (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!
    πŸ¦‡

  39. #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:

    lexpartizan.dreamwidth.org/415

    (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!
    πŸ¦‡