jdolan / quetoo

Quetoo ("Q2") is a free first person shooter based on id Tech2. GPL v2 license.
http://quetoo.org
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Trenchbroom support #444

Closed jdolan closed 2 years ago

jdolan commented 7 years ago

QuakeRanger did a great job bootstrapping Trenchbroom support. There are a few outstanding items before we could comfortably say that we truly support / are supported by Trenchbroom:

kaadmy commented 7 years ago

TrenchBroom currently doesn't even support pk3 or tga files, so before we can even support TrenchBroom it needs patches to work.

kaadmy commented 7 years ago

Isn't this mostly related to getting patches in TrenchBroom, not Quetoo itself?

jdolan commented 7 years ago

Probably.

jdolan commented 3 years ago

It's worth revisiting this. @GibsonGeorge did you mention that you've moved to TB? Would you want to take a peek at current Quetoo support and reassess what we would need to do to provide a good mapping experience?

ghost commented 3 years ago

Last time I checked this was the state:

This was a while ago and TB's had a few releases since then so some of this might have been addressed, I'll update in a bit.

There also used to be a bug in Quemap where a long _tb_textures worldspawn value (used to store the list of loaded texture collections) would corrupt the map, but I think this was fixed by @Paril.

ghost commented 3 years ago

Ok, all that's left to go now is model and skin support (MD3s load fine, OBJs load via the obj_neverball type but are scaled wrong, neither have skins)

jdolan commented 3 years ago

Thank you for the update on this! It sounds like the best path forward (based on follow-on Discord conversations) is:

I will take on the last item there, as I'm in the code all the time, and that's the source of truth for the entity definitions. I already maintain entities.def.

Do we have a volunteer to convert and touch up our models?

jdolan commented 3 years ago

@ypsvlq you're currently using TB with Quetoo, right? How are we looking here? Is this ticket still valid, or can we advertise Trenchbroom support at this point?

jdolan commented 3 years ago

Just reviewing our Trenchbroom config this morning, I spot a number of issues that should be addressed by someone actively using Trenchbroom:

jdolan commented 2 years ago

image quetoo019

At long last, I'm calling this done! All Quetoo.fgd entities have been brought in-line with their entities.def counterparts. Many improvements have been made, such as specifying the correct types and default values for entity values. The game config itself has been fixed to correctly map to our contents and surface flags, our asset types, our default paths, etc. It's mostly a turn-key process to setup TB for Quetoo now.

As far as viewing entity models in the editor, because many of our .obj meshes are out of scale, it's just not practical right now. The models should all be re-sized to Quake units, but.. that's a rainy day project. On top of that, TrenchBroom has limited .obj support right now, and does not seem to want to load materials from valid .mtl definitions, either. So, for now, all of our entities simply use color-coded bounding boxes.

Lastly, Trenchbroom does not yet support multiple game paths (official vs user-provided). That means that mappers will probably have to target their user-specific directory as the "game path", and then symlink (or copy on Windows, ew) some of the game content into that folder (textures-common.pk3, etc). It kind of sucks, but hopefully TB will address this soon. I've opened an issue here: https://github.com/TrenchBroom/TrenchBroom/issues/3937