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TrenchBroom / Blender / Crocotile workflow #9

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subsoap opened this issue Feb 15, 2022 · 1 comment
Open

TrenchBroom / Blender / Crocotile workflow #9

subsoap opened this issue Feb 15, 2022 · 1 comment
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@subsoap
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subsoap commented Feb 15, 2022

https://trenchbroom.github.io/

https://www.blender.org/

https://crocotile3d.com/

We should make guides for these softwares on how to effectively use them to generate assets usable in this project.

@subsoap subsoap added the asset Content request label Feb 15, 2022
@HeadClot
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HeadClot commented Mar 17, 2022

Hey,
Just thought I would chime in on the TrenchBroom part of this issue. There are two ways this could be tackled. Trench Broom can export an .obj file or a .map file. I find that parsing a .map file is better opposed to an .obj file. Here is why:

Trench broom has "game" called Generic which can load various standard image file formats such as .PNGs for example. There is also a Generic.fgd which defines the list of various entities. So if you really wanted to you could make a addon for Defold that creates a custom .fgd based on the Generic.fgd and allows the user to define custom entities, solids, etc. in the Custom.fgd file.

Once the .fgd is made and several entities are defined. You can place entities, solids, etc. in Trenchbroom then import them into Defold via the .map format.

I would encourage the devs behind Scene3D to look at addons such as Qodot and Godot-TBLoader. Just keep in mind they are written in C++ and are made for Godot Engine. However they should be useful as a point of reference.

In closing - Parsing a .map is so much better than a .obj.

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