[HN Gopher] TrenchBroom: A cross platform level editor for Quake...
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TrenchBroom: A cross platform level editor for Quake-engine based
games
Author : raytopia
Score : 106 points
Date : 2024-02-28 07:35 UTC (15 hours ago)
(HTM) web link (trenchbroom.github.io)
(TXT) w3m dump (trenchbroom.github.io)
| brylie wrote:
| This editor can be used with the Godot engine for environment,
| level, and asset creation via the Qodot plugin:
|
| https://qodotplugin.github.io/
|
| It would be really cool if Godot had an in-editor 3D modeling
| tool similar to Trenchbroom, such as UX improvements to the
| CSGMesh3D workflow :-)
| mrintegrity wrote:
| It's many years since I dabbled with quake based game level
| design (rtcw, sof2) and back then I used Worldcraft (now Hammer).
| From the video, it looks like Trenchbroom is a fair bit more
| simplistic, what is the benefit of this over Hammer?
| l-p wrote:
| I've been using Hammer since the Worldcraft 3 days, it took
| less than an hour of using TrenchBroom to know I'll never go
| back to Hammer or JACK.
|
| It just works. The overall modelling workflow is much more
| efficient, it's well designed, linked groups is a killer
| feature, it doesn't crash for no reason and when it does crash
| you can submit an issue and get it fixed in a day (or fix it
| yourself, it's FOSS), CSG (e.g. the carve tool) produces sane
| geometry in a few milliseconds instead of crashing after a 20s
| freeze.
|
| It also runs smooth and fast whereas hammer stutters all the
| time and feels like it renders its viewports and UI at 20 fps.
|
| The apparent simplicity is a feature in itself, not a lack of
| functionality.
| bombcar wrote:
| > it doesn't crash for no reason
|
| From my doom level editing days, this was always the biggest
| issue; the level editors were so very touchy, and would crash
| _all_ the time.
| hnthrowaway0328 wrote:
| It's way more powerful than Hammer. I don't have much
| experience in mapping but you will understamd whence you watch
| tutorial videos on Youtube.
|
| It makes making complex shapes so easy that the standard of a
| good map is way higher now.
| hgs3 wrote:
| TrenchBroom was built from the ground-up for 3D editing. You
| don't need to use the 2D grid view unless you want to. It looks
| more "simplistic" because many actions are now performed
| directly via the mouse in 3D.
| klodolph wrote:
| Older editors rely more on the axial views. Trenchbroom has
| much better tools for modeling right in the main 3D window. I
| think what happened here is that over time, people figured out
| better ways to handle the UI for modeling right in a 3D view,
| and it became so good that we ditched the axial views most of
| the time. Trenchboom got rid of the axial views because users
| didn't want the axial views any more--and it got more UI
| improvements for working directly in the camera view.
|
| Simpler doesn't always mean less powerful.
| vkazanov wrote:
| Trenchbroom is magic. A niche tool that became a golden standard
| of open source, free and quality tool. I played with Trenchbroom
| during the recent Quake 1 renaissance. Superpleasant, even for
| somebody who never ever made a single level or even a 3d model
| before!
|
| The editor, tools surrounding it, and, most importantly, the
| community are amazing.
| emmelaich wrote:
| Pity the QuakeLive support isn't there.
|
| For the moment I'm struggling with Radiant from Icculus.
| hmstx wrote:
| For tech3 based stuff, maybe try Netradiant (forked from
| GtkRadiant), or more specifically its fork (!) NetRadiant
| Custom (https://github.com/Garux/netradiant-custom). That one
| introduces some, er, Trenchbroomisms to its workflow, mostly to
| do with editing straight from the 3d viewport and the texturing
| tools.
|
| As far as I can tell from using it with tech4, it also appears
| to have developed quirks with some basic functionality that I
| don't remember from other GtkRadiant derivatives (although in
| tech3). This might be from the incomplete tech4 support
| inherited from both its parents, or just from NetRadiant, or
| just new altogether, I have no idea or urge to find out... but
| still, friendly warning : maybe keep GtkRadiant around and go
| back and forth just in case.
| masfoobar wrote:
| Brings back memories using Worldcraft as a teenager.
|
| I stopped doing much editing once we got to Quake 3 (around 2000)
| but Worldcraft eventually became Hammer used for Half-Life 2 and,
| I assume, any games under Source Engine.
|
| Back to Quake engine, QtRadiant (I believe it was called) has
| been mentioned from time-to-time. Now this one.
|
| Looks good. Not sure if its better than Worldcraft but maybe my
| nostalgia is getting in the way, here.
|
| I shoud look into it as it might help my game I am creating.
| hmstx wrote:
| QeRadiant was id's original public release derived from their
| internal QuakeEd. Q3's version of that became the open-source
| GtkRadiant (so there was a gui framework in the name somewhere
| at some point ; ), maintained by former id *nix build saviour
| TTimo (now contracting with Valve). A number of community forks
| have come out of GtkRadiant.
| hnthrowaway0328 wrote:
| The mid 90s - early 2000s era is the golden era of community
| modding. Nowadays it is almost impossible to make mods for
| Unity or Unreal engine games. I'm glad there are boomer
| shooters.
| sorokod wrote:
| Is it named after Thompson smg?
|
| https://en.m.wikipedia.org/wiki/Thompson_submachine_gun
| quakeguy wrote:
| Having met the creator of trenchbroom years ago, yes it is
| indeed named after this weapon, he confirmed it.
| thebrain wrote:
| I saw this tool mentioned recently along with the release of
| https://github.com/ExOK/Celeste64 . It's mentioned as a tool that
| was used during Celeste64's development so it's clearly not just
| for Quake engine based games.
| nerpderp82 wrote:
| Celeste64 uses https://github.com/LogicAndTrick/sledge-formats
| which include loaders for Quake formatted maps. It could be
| using the Quake format for a different engine.
| a_e_k wrote:
| It seemed at first glance like it was pretty specific to
| Quake engine games, knowing how to load .wad files, etc. I
| was wondering how it might be adapted for a custom game. The
| answer is here, in case anyone else is curious:
|
| https://trenchbroom.github.io/manual/latest/#game_configurat.
| ..
| S3kshun8 wrote:
| Since everyone and their grandma seems to be posting this today,
| I made an account here just to showcase my Morrowind plugin for
| Trenchbroom: https://github.com/magicaldave/Morrobroom
| zactato wrote:
| Back in the day (~1998) when I was doing Q1 map development I
| used a tool called QuArk.
|
| For laughs/nostalgia from this post I decided to Google the
| editor, figuring that it would have been mostly lost to history.
|
| NOPE! I was very wrong. There was a new release today.
|
| The community around these games is really amazing.
| hnthrowaway0328 wrote:
| Yeah! Modern games are mostly unmoddable. We have to rely on
| the good old games.
|
| I still play Blood mods everyday. If you like the game I would
| recommend the Eviction mod.
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(page generated 2024-02-28 23:02 UTC)