Trenchbroom: Feature Request: Add support for Xonotic

Created on 28 Aug 2015  路  15Comments  路  Source: TrenchBroom/TrenchBroom

They're using NetRadiant for their maps so there's a high chance their engine is Quake-descendant.

Game Support 1 Enhancement

All 15 comments

+1

They are basically using quake3 maps with better textures.

While you are at it, Unvanquished support would be great too and very similar.
https://www.unvanquished.net/

Also great would be Warsow: www.warsow.gg

Still missing would be q3 curve support I guess.

Enemy Territory legacy would be nice as well and should be similar:
http://www.etlegacy.com/

Any progress on this?

It would be great to be able to use Xonotic's textures and assets (like, models).
Also, building and running.
Xonotic's map compiler can build Quake 2 format.

Texture loading from .pk3 (renamed zip files) and bezier-curves in bsp3 seems to be holding this back (and general Q3 support). However I think not supporting bezier-curves would not make anyone too unhappy as they are rarely used any ways.

If it can import models, we hardly need curves, I think. Although supporting them would be nice, I won't lose any sleep over them anyway.

Any progress on this one?

Even though it runs off the darkplaces quake engine Xonotic has more in common to Quake3 maps than quake. So when Quake3 is fully supported I am sure Xonotic support could follow.

Yes, no progress. Quake 3 support was pushed for milestone 2.2.0 due to feature creep. 2.1.0 is right around the corner. Once it's done, I'll work on Q3 exclusively except for bug fixing.

Any progress on this part now?

We have support for Q3 with the exception of patches and brush primitives now. But nothing specific to xonotic has been worked on.

Oh, and repeatedly asking won鈥榯 make anything happen faster. When we start working on this, you will notice increased activity in this ticket. Until then, there鈥榮 really no point in asking.

This comes out of love, man. Trenchbroom is so much of a pleasure to work with compared to the other stuff, that I can't wait to use it for Xonotic mapping. Besides, it's really, really close to being useful (not fully-featured but at least useful) with Xonotic. Its compiler can very well build Q2 maps. Q3 is a welcome addition but it wasn't critical.

The only three critical things missing actually are entity library, texturing and build/run support.

Two of these things can be done by you. You can create an entity fgd (without model rendering unless Xonotic uses md3) and the build / run stuff is game agnostic anyway.

Also textures should already be working since TB can read tga and jpeg. You just need to create a game config using Q3 as a base.

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