Trenchbroom: Standalone Editor Capability

Created on 19 Mar 2017  路  9Comments  路  Source: TrenchBroom/TrenchBroom

I've been trying out TB2 and it's been fantastic so far, and I would love to use it for my non-quake engine game projects.

The OBJ exporting is a very handy tool for this, but there are some features that would greatly improve it's use for me as a general tool (if any of these exist already I apologise! I may not have explored it enough yet):

  • A "general" game configuration, not tied to an engine. This configuration would ignore any game-specific necessities such as using a palette and possibly have a definable entity palette, to support creating general use objects.
  • Using a folder of PNGs as a Texture Collection.
  • Texture information/offsets in the exported OBJ (from the few tests I've done I've not found this exists yet?)
  • OBJ export settings; the main one that would be handy is to be able to set the scale of the exported model, when directly importing the current output, it is at an incredibly large scale, being able to define this before exporting would improve the workflow, but there are possibly other settings that could be defined for exporting.
  • Custom command-line tools for compiling/testing maps, so it would be possible to have TB2 run external programs with the map as a parameter on hotkeys.
Game Support 1 Enhancement

Most helpful comment

Might there be a possibility for a plugin system so additional archive and texture formats could be added?

All 9 comments

I'd want it.

Duplicate of #1603 #1602

But we can keep this as an umbrella issue

I would also like to see this.

Writing to express that I would also like this. In fact so far I've been making my own texture WAD to push forward with level design in Trenchbroom. It's extremely fast to use so it would be a very good tool to use with just a pile of .jpgs instead.

Is this ready? If so awesome and so much hype :D

Might there be a possibility for a plugin system so additional archive and texture formats could be added?

I'm also hyped with standalone editor feature. I am writing a game engine from scratch and i would like to use this instead of having to reinvent the wheel.

I stumbled upon TrenchBoom while I was searching for a CSG editor, albeit designed for Quake, I was blown away by the features and ease-of-use of this editor. The OBJ export feature is really a fantastic news to me and to anyone working on a non-Quake engine project.

I look forward to these improvements on the export feature to include textures and materials.

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