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AppGameKit Studio Chat / TrenchBroom Level Editor

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psychoanima
5
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Joined: 19th Jun 2018
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Posted: 21st Dec 2019 12:08 Edited at: 21st Dec 2019 12:10
TrenchBroom is a cross platform level editor for Quake-engine based games. However I just saw news that some ppl made a plugin called Qodot which is bridge between TrenchBroom and Godot - everything made in this level editor will automatically be transfered inside Godot engine. Pretty cool tool so I am posting it here to maybe inspire some highly skilled programmer wanting to implement similialr thing inside AGK.




https://www.gamefromscratch.com/post/2019/12/20/Qodot-Quake-Maps-For-Godot.aspx
fubarpk
Retired Moderator
19
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Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 21st Dec 2019 12:11
I edited the above to make use of the links better please use the youtube buttons and link button in future or edit the above to see how this is done
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
janbo
15
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Location: Germany
Posted: 21st Dec 2019 12:54 Edited at: 21st Dec 2019 12:54
In the .map File if you just save the starting box you can see it saves 6 triangles or 18 vertices, now I wonder how one is supossed to create a box from only 6 triangles ^^
The script needed for AppGameKit would need to fill some "gaps"
psychoanima
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Posted: 21st Dec 2019 14:25
Quote: "I edited the above to make use of the links better please use the youtube buttons and link button in future or edit the above to see how this is done "


Will do next time, tnx
Raven
19
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Joined: 23rd Mar 2005
Location: Hertfordshire, England
Posted: 22nd Dec 2019 04:00 Edited at: 22nd Dec 2019 04:05
Quote: "In the .map File if you just save the starting box you can see it saves 6 triangles or 18 vertices, now I wonder how one is supossed to create a box from only 6 triangles ^^
The script needed for AppGameKit would need to fill some "gaps""


The .MAP Format is quite well documented... and it's not using Triangles., but Polygons that ID Tech used to call "Brushes".
These can be either Tris or Quad, which you can figure out via the number of Indices followed by a Blanking Value.
When these are Compressed into BSP Trees, then the Leaf itself would designate if they're Tris / Quad Brushes, so that the Raster Engine would then be able to handled them properly for the specific 3D Hardware being used.

As a point of note., the .MAP / .BSP Plug-In for Dark BASIC Professional is Open Source, and shouldn't take too much to convert it to be AppGameKit Plug-In Compatible.

[edit]
Having looked at TrechBroom., given it is OpenSource itself (https://github.com/kduske/TrenchBroom) well it wouldn't be too difficult to create another output format for AGK... say FBX with .agc Source (similar to how the Particle Editor works), that handles all of the backend for Entities, AI, etc. rather than just the "Map" Geometry.
janbo
15
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Joined: 10th Nov 2008
Location: Germany
Posted: 22nd Dec 2019 10:52 Edited at: 22nd Dec 2019 10:52
Quote: "The .MAP Format is quite well documented.."

Oops, I didn't think of searching for it.

From the Docu:
{
( 256 64 16 ) ( 256 64 0 ) ( 256 0 16 ) mmetal1_2 0 0 0 1 1
( 0 0 0 ) ( 0 64 0 ) ( 0 0 16 ) mmetal1_2 0 0 0 1 1
( 64 256 16 ) ( 0 256 16 ) ( 64 256 0 ) mmetal1_2 0 0 0 1 1
( 0 0 0 ) ( 0 0 16 ) ( 64 0 0 ) mmetal1_2 0 0 0 1 1
( 64 64 0 ) ( 64 0 0 ) ( 0 64 0 ) mmetal1_2 0 0 0 1 1
( 0 0 -64 ) ( 64 0 -64 ) ( 0 64 -64 ) mmetal1_2 0 0 0 1 1
}

A brush consists of several faces, each of which is defined by a plane and additional texture information. The actual geometry of the brush is only defined by the planes, of which there must be at least four. Each plane defines a half space, that is, an infinite set of points that is bounded by a plane. The intersection of these half spaces forms a convex polyhedron. Note that the actual vertices of the brush are NOT stored in the map file. The vertices are determined by BSP (or a level editing program) by computing the intersections of the planes.

In the example shown here, this brush is a 6 sided cuboid. The plane of its first face is defined by 3 points, ( 256 64 16 ) ( 256 64 0 ) ( 256 0 16 ). The other information supplied is the texture used by the face. "mmetal1_2" is the name of the texture, a single plane may only have a single texture. "0 0 0 1 1" are how the texture is display, and are respectively "X offset" "Y offset" "Rotation" "X scale" and "Y scale".
psychoanima
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Joined: 19th Jun 2018
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Posted: 22nd Dec 2019 19:05
Quote: "Having looked at TrechBroom., given it is OpenSource itself (https://github.com/kduske/TrenchBroom) well it wouldn't be too difficult to create another output format for AGK... say FBX with .agc Source (similar to how the Particle Editor works), that handles all of the backend for Entities, AI, etc. rather than just the "Map" Geometry"



That sounds very optimistic, fingers crossed to whoever is willing to try!

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