New mappers: Don't forget to add _phong 1 to the curves for that smooth lighting. Also make sure a Shambler can navigate the hallway if you need one in that area.
What a pain to make a curved tunnel, I had no idea how involved it would be, much respect for Quake level editors! I presume it's a lot easier in model games to make something like this, wow!
not relevant to quake but i really love the trenchbroom/blender/godot workflow, it's great to have big blocks for walls etc then be able to use a model for anything complicated
These videos are such a great resource. I realize a lot of these techniques are obvious once you've seen it but I would have never figured this out on my own.
My mind is blown at how fast things can go when you know the shortcuts and stuff. I'm still so slow with trenchbroom. Half of what you do looks like black magic to me.
I just started using Trenchbroom after being Radiant 1.47 for so long. All I say is WOW! There are so many powerful features that I needed but never had in radiant that are available in Trenchbroom! Great video too! I learned alot.
Also if you are putting the tunnel in a box for vising it would probably be smart to put skip on all the faces of the walls the player cant see to reduce the amount of triangles being rendered because the game and vis will think you can see the whole tunnel even the outside since its func_detail(well maybe the bottom faces will get removed by bsp because they're touching the floor which is a world brush but the other ones wont, the performance gain might be small on modern pcs but it's pretty quick to do so it certainly wouldn't hurt :)
You can import .map files created with trenchbroom using the HammUEr plugin for UE4. Alternatively trenchbroom has built in .obj export which you can utilize.
When I Skew, the start of the extrusion (not the end) skews also, messing up the brush. What am I doing wrong? Edit: worked it out, i thought you meant the Skew tool, but you can "skew" also with ALT + SHIFT after extruding! Keep up the fantastic work
The curves can interact poorly with VIS during compile, creating a lot of extra unnecessary VIS portals. Now if this is your only curved hall in the map, it's not that big of a deal, but if you're making a map with a ton of whacky geo, you need to be mindful of detail brushes.
The #1 thing that goofs up VIS the most are brushes that create any sort of convex protrusion in your rooms. Those absolutely need to be func_detailed. Concave detailing plays nicer with VIS. You absolutely can have structural brushed rooms that are angled or curved as long as they're mostly concave. In this tutorial I func_detail'd the whole tunnel to sort of "cover all grounds".
New mappers: Don't forget to add _phong 1 to the curves for that smooth lighting. Also make sure a Shambler can navigate the hallway if you need one in that area.
What a pain to make a curved tunnel, I had no idea how involved it would be, much respect for Quake level editors! I presume it's a lot easier in model games to make something like this, wow!
not relevant to quake but i really love the trenchbroom/blender/godot workflow, it's great to have big blocks for walls etc then be able to use a model for anything complicated
Why am I here I've never even played Quake and its 3 am
you yearn for the tunnels
@@Slipseer hi I don't know If this is the right place to ask but do you know where I can learn trenchbroom I'm a complete beginner
@@kiyu3229 Check out the tutorials from dumptruck_ds in youtube
@@Slipseer thanks:)
it's never a bad idea to learn something random
These videos are such a great resource. I realize a lot of these techniques are obvious once you've seen it but I would have never figured this out on my own.
I am like 20 years later into mapping, and I am thankful that there is these videos around that shows you how to deal with these stuff. Thank you!
My mind is blown at how fast things can go when you know the shortcuts and stuff. I'm still so slow with trenchbroom. Half of what you do looks like black magic to me.
This is an excellent vertical slice tutorial for many things actually. Very much appreciated.
I just started using Trenchbroom after being Radiant 1.47 for so long. All I say is WOW! There are so many powerful features that I needed but never had in radiant that are available in Trenchbroom!
Great video too! I learned alot.
Also if you are putting the tunnel in a box for vising it would probably be smart to put skip on all the faces of the walls the player cant see to reduce the amount of triangles being rendered because the game and vis will think you can see the whole tunnel even the outside since its func_detail(well maybe the bottom faces will get removed by bsp because they're touching the floor which is a world brush but the other ones wont, the performance gain might be small on modern pcs but it's pretty quick to do so it certainly wouldn't hurt :)
Love these tutorials, please keep making more!
My new favorite youtube channel.
its 5 am, never played quake and i have a unity game project to work, still nice video
Man that is slick~~
Wow that was cool, thanks for tutto
fov is like wearing perscription glasses +10
I yearn for the tunnels, more tutorials my liege please....
I wish there was trenchbroom style editor for unreal engine 4 because making maps in ue4 is a torture and takes a lot of more time
You can import .map files created with trenchbroom using the HammUEr plugin for UE4.
Alternatively trenchbroom has built in .obj export which you can utilize.
It's beautiful
3:28 shift-alt-left_double_click does not seem to work, it just applies the texture without a rotation
How would you go about adding things like supporting geometry, beams, etc that curve along the hallway? Sounds impractical tbh.
When I Skew, the start of the extrusion (not the end) skews also, messing up the brush. What am I doing wrong? Edit: worked it out, i thought you meant the Skew tool, but you can "skew" also with ALT + SHIFT after extruding! Keep up the fantastic work
Hi, why do you use func_detail on the corridor brushes and then seal them? Why not just use usual brushes in the first place?
The curves can interact poorly with VIS during compile, creating a lot of extra unnecessary VIS portals. Now if this is your only curved hall in the map, it's not that big of a deal, but if you're making a map with a ton of whacky geo, you need to be mindful of detail brushes.
@@Slipseer Thank you! So the rule of thumb is to keep structural brushes square and add func_details to embellish geometry on top?
The #1 thing that goofs up VIS the most are brushes that create any sort of convex protrusion in your rooms. Those absolutely need to be func_detailed. Concave detailing plays nicer with VIS. You absolutely can have structural brushed rooms that are angled or curved as long as they're mostly concave. In this tutorial I func_detail'd the whole tunnel to sort of "cover all grounds".
@@Slipseer thanks for the detailed answer!
2 word
Holy fuck
Would this map editor be compatible with games on the quake 2 engine? even if they highly modified, warfork for example
Trenchbroom supports Q2 yes. You can technically work on anything that accepts the .map format in some capacity, but Q2 has full support.
Are all vertices on grid here in the complete tunnel?
I remember bless
I don't remember subbing to this channel and the oldest visible video is from a week ago. I'm confused.
Old channel of mine I repurposed.
@@Slipseer I thought that must have been the case. What was the channel originally?
Some old metal tracks I've done. My newer stuff can be found here on my main channel:
ruclips.net/user/markiemusic
@@Slipseer Oh shit, yeah I know you. You make some good stuff.
:- O