I was not working with Quake engine directly, but I was working with Valve Hammer Editor, which was born out of Quake engine. And now I work with Source 2 engine, which took only the best things from the old good Quake
The blender export could open you up to features like making a hanging bridge that respect gravity, using blender simulation, in-fact I can think of a number of scenes that would look great if you simulated them first, and then exported them, like a pile of part/plates/gears from a broken machine. would help with immersion, sometimes you can see when things are physically impossible.
I gotta say man... I'm so thankful that you are back. I binged a bunch of your videos when I was studying at Escape and, ever since, your videos have become some of my favorites ever. Your channel is a gem. Please keep sending us content! :) ❤
Dude,, I was begging for prefabs (instanced groups) for years. That's my regular workflow in AAA. I need to come back to Trenchbroom finally and see what it can do!
This is very inspiring! Great demonstrations and explanations, and very cool looking tools! I think I'll have to try this. I've never done any mapping but I grew up playing Doom and Quake when they came out and am just starting to get back into playing them again. It's crazy to see how much things have changed since the 90s.
If you can Blender, it kind of makes TrenchBroom easier to get the feel for IMO. It did for me anyway. It gives a similar feeling in the 3D space. They're primitives in a WIP branch, so they will be making their way into a TrenchBroom official release eventually. TrenchBroom ships with a Tool UI that requires user setup, but makes external compile UI's not really needed for the most part unless you like to use q1compile's auto compile feature.
I started with the Necros GUI but it always gave me attitude. I think I just didn't understand how to properly interact with it. Q1Compile seems to fit my brain so ... whatever works! Just get the BSP in the engine somehow!
Somehow only now got around to this, and I have to say I do *not* have the time to start another big project, but at this rate I might have to shelf something else because this looks really fun. I've played through most of Alkaline and Arcane Dimensions years ago and that stuff was mindblowingly inspiring. Looking forward to the next videos!
@@WarrenMarshallBiz I still prefer using 3ds max (especially with the free Wallworm plugin that adds lots of cool level design tools, like a grid snap modifier option) but I'm thinking I can just bring obj/fbx into blender and use that for the conversion process! trying to do some intricate brushwork for librequake at the moment 😆
Hello, I'm a big fan of Quake 3 Arena, it was my first PC game that I bought with my own money, the large metal tin box. That game literally changed my life. I also love 3D modeling in Blender and Zbrush, I'm not an animator but I can do simple stuff. My dream ever since I was little was to create a playable character and Bot for Quake 3, I even made a character in Blender but I found no way to apply the Quake 3 "tags" (Head, Torso, Legs, Weapon) to the model. I tried exporting to really old software used back in the day but I could never get it to work. My question is, is there any way to use modern tools like Blender and export to the old Quake games? Or has this technology been lost to time? I have searched for years, and haven't found any way to export from Blender 2.8 and up. If you read this, thanks for your help!
I remember that metal box, haha. I miss brick'n'mortar retail sometimes. Unfortunately, I'm not really a character guy so I don't know what people do with animated character meshes, sorry! I certainly know about static geometry which you can see in this video. And if there's a Blender addon to export level geometry I have to think there MUST be something for characters. Somewhere.
TrenchBroom is Love, TrenchBroom is LIFE! ✌
Welcome back.
As a fellow old-school level designer, this is great content Warren!
Hell yes, hope to make more!
Wizened sage delivering arcane wisdom to traveling acolytes be like:
I was not working with Quake engine directly, but I was working with Valve Hammer Editor, which was born out of Quake engine. And now I work with Source 2 engine, which took only the best things from the old good Quake
It's amazing how Quake DNA is still in so many games. Such a history...
The blender export could open you up to features like making a hanging bridge that respect gravity, using blender simulation, in-fact I can think of a number of scenes that would look great if you simulated them first, and then exported them, like a pile of part/plates/gears from a broken machine. would help with immersion, sometimes you can see when things are physically impossible.
I gotta say man... I'm so thankful that you are back. I binged a bunch of your videos when I was studying at Escape and, ever since, your videos have become some of my favorites ever.
Your channel is a gem. Please keep sending us content! :)
❤
Glad you like them! I'll do what I can, haha...
Dude,, I was begging for prefabs (instanced groups) for years. That's my regular workflow in AAA. I need to come back to Trenchbroom finally and see what it can do!
Ive got so much love for the Quake 1 engine. Happy to see you working on things you're this passionate about :)
You and me both! :)
This is very inspiring! Great demonstrations and explanations, and very cool looking tools! I think I'll have to try this. I've never done any mapping but I grew up playing Doom and Quake when they came out and am just starting to get back into playing them again. It's crazy to see how much things have changed since the 90s.
If you can Blender, it kind of makes TrenchBroom easier to get the feel for IMO. It did for me anyway. It gives a similar feeling in the 3D space. They're primitives in a WIP branch, so they will be making their way into a TrenchBroom official release eventually. TrenchBroom ships with a Tool UI that requires user setup, but makes external compile UI's not really needed for the most part unless you like to use q1compile's auto compile feature.
Perfect content. Love your approach.
Glad you enjoy it!
it's crazy that it took this long to get instancing into a quake editor hehe.
to add more software render feeling, use r_softemu 2 and r_softemu_metric 1 =)
!!!
I will use these tools to prepare for the hell that's coming.
I see what you did there.
Nice overview. I prefer Necros compiling GUI, though. It's compact and easier to use when you setup it for your needs.
I started with the Necros GUI but it always gave me attitude. I think I just didn't understand how to properly interact with it. Q1Compile seems to fit my brain so ... whatever works! Just get the BSP in the engine somehow!
Somehow only now got around to this, and I have to say I do *not* have the time to start another big project, but at this rate I might have to shelf something else because this looks really fun. I've played through most of Alkaline and Arcane Dimensions years ago and that stuff was mindblowingly inspiring. Looking forward to the next videos!
I gotta try out Blender's map exporter some time, I'm still on that obj2map train 😅
It's just like obj2map but way better. Give it a go! If you use Blender, obviously, haha...
@@WarrenMarshallBiz I still prefer using 3ds max (especially with the free Wallworm plugin that adds lots of cool level design tools, like a grid snap modifier option) but I'm thinking I can just bring obj/fbx into blender and use that for the conversion process! trying to do some intricate brushwork for librequake at the moment 😆
you can set Blenders grid to match Quakes!
So use iron and copper. Got it.
Is it possible to preview lighting in Trenchbroom without running the map in Quake engine?
Hello, I'm a big fan of Quake 3 Arena, it was my first PC game that I bought with my own money, the large metal tin box. That game literally changed my life. I also love 3D modeling in Blender and Zbrush, I'm not an animator but I can do simple stuff. My dream ever since I was little was to create a playable character and Bot for Quake 3, I even made a character in Blender but I found no way to apply the Quake 3 "tags" (Head, Torso, Legs, Weapon) to the model. I tried exporting to really old software used back in the day but I could never get it to work. My question is, is there any way to use modern tools like Blender and export to the old Quake games? Or has this technology been lost to time? I have searched for years, and haven't found any way to export from Blender 2.8 and up.
If you read this, thanks for your help!
I remember that metal box, haha. I miss brick'n'mortar retail sometimes.
Unfortunately, I'm not really a character guy so I don't know what people do with animated character meshes, sorry! I certainly know about static geometry which you can see in this video. And if there's a Blender addon to export level geometry I have to think there MUST be something for characters. Somewhere.
what about ToeTag map editor ?
I ALMOST put a section in about ToeTag because I miss her. But maybe that'll be another video ... Remembering ToeTag.