How to make 3D levels for your Godot game! (TrenchBroom + Qodot)

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  • Опубліковано 23 січ 2025

КОМЕНТАРІ • 205

  • @jordanfox840
    @jordanfox840 2 роки тому +94

    IF YOUR TEXTURES DO NOT SHOW UP IN GODOT:
    1) by default the only texture extension I had enabled was png. Under the QodotMap node, you can add an extension to the "Texture File Extensions" array. 'jpg', for example
    2) In TrenchBroom, you may need to do File->Reload Texture Collections, *even if they are already present* in the Texture Browser. This happened to me. I could apply the textures in TB but they would not show up in Godot. I did the Reload and saved the map, and it looked like nothing new was imported to TB but the textures then showed up properly in Godot.

    • @JokuAstia
      @JokuAstia 2 роки тому +2

      i did this but the textures still dont show up

    • @facegold8828
      @facegold8828 Рік тому +2

      @@JokuAstia is there a solution to this problem?

    • @JokuAstia
      @JokuAstia Рік тому +2

      @@facegold8828 the problem was that trenchbroom(or Qodot) didnt like 500x500 textures so i ended up downscaling them to 64x64 and after that the textures worked

    • @GaffaStudios
      @GaffaStudios Рік тому +1

      Thank you so much!
      My first thought was a 1K texture file is too big :D But now it is working perfectly!

    • @haydenferguson2870
      @haydenferguson2870 Рік тому +4

      @@JokuAstia I found a fix! The problem is having spaces in the texture file names. For example ('Brick Wall') would need to be changed to ('BrickWall').

  • @single_spaghetto
    @single_spaghetto 9 місяців тому +76

    If anyone's watching this tutorial in 2024 and is not getting collision on their imports - make the fgd resource on the QodotMap node unique and do a full rebuild, this should fix the issue

    • @scruffyscruff
      @scruffyscruff 8 місяців тому +1

      I recently came up on this problem last week when I updated Trenchbroom 2021.1 to 2024.1 😅

    • @SirClarkIV
      @SirClarkIV 8 місяців тому

      You're a lifesaver!

    • @RigidAudio
      @RigidAudio 5 місяців тому

      thanks so much!!

    • @Professor_Sick
      @Professor_Sick 2 місяці тому

      i don't understand 😞

    • @Professor_Sick
      @Professor_Sick 2 місяці тому

      never mind

  • @poisonshroom64
    @poisonshroom64 2 роки тому +45

    this is like a magical angel descending from the sky and giving me the exact tool I needed for my project, thanks
    I already have hammer experience anyway, so this is doubly convenient

  • @flamelizard
    @flamelizard 2 роки тому +27

    0:40 Legends say Lucy is still counting features of Blender.Thank you for the great tutorial!

  • @silvana_ragarock
    @silvana_ragarock 2 роки тому +107

    If you want higher pixel count textures (or lower) you can change the XScale and YScale inside the Texture menu (right above texture browser) in trenchbroom, I'm not sure if you can set this globally for a project, but its what i have used in the past.

    • @Calinou
      @Calinou 2 роки тому +34

      Note that using different texture scale breaks dynamic lights on those surfaces in Quake, but it's not a concern when using an engine with real-time lighting (like Godot). So if you hear someone telling you not to change the texture scale in TrenchBroom, you can ignore this within Godot.
      Lightmap generation is also affected by texture scale in Quake (lightmaps become more detailed on textures with smaller scale). It probably won't affect Godot's own UV2 unwrapper though (xatlas).

    • @polle5555
      @polle5555 Рік тому +6

      In case anyone else sees this and wonders, yes, it is possible to set the XScale and YScale globally for a project, you can do it in Trenchbroom\Games\YourGame\GameConfig.cfg, in this file you need to change the faceattribs setting to:
      "faceattribs": {
      "defaults": {
      "scale": [0.0625, 0.0625]
      },
      "surfaceflags": [
      ],
      "contentflags": [
      ]
      }
      Where you set your scale to what you want it to be and now textures will automatically use the scale you selected. But this new scale will only be applied to new brushes you create, existing brushes will keep their previous scale, don't think this is possible to automatically change.

    • @K4rmy
      @K4rmy 10 місяців тому +3

      You can change default texture scale in Godot in the inspector after double clicking addons/qodot/game_definitions/trenchbroom_game_config.tres and changing Default UV Scale

  • @MjkL1337
    @MjkL1337 5 місяців тому +4

    this video is a gem. gonna have so much more fun with this than anyone would ever have creating maps in blender for example.

  • @the_openers_of_eyes8
    @the_openers_of_eyes8 Рік тому +14

    2:44 in this "game definitions" section, a trenchbroom folder doesnt appear.

  • @decoy3641
    @decoy3641 2 роки тому +23

    Thank you for the tutorial, always so easy to follow, and edited very well!

  • @Matto_Sama
    @Matto_Sama 2 роки тому +11

    I'll finally not be elliterate at making environments!! this is awesome!! thank you Lucy!

  • @0a3r
    @0a3r 2 роки тому +9

    Lucy, I luv you ;d
    This video solved so many issues that I had.
    I've been struggling to find an optimal way for making my new 3D pixel art game.
    I'm so excited that I even made the Patreon account just for you! Thanks a ton, I owe you a lot. ♥

    • @LucyLavend
      @LucyLavend  2 роки тому +2

      I'm glad it's useful to you, thank you for supporting my content!

  • @AnnCatsanndra
    @AnnCatsanndra Рік тому +9

    TrenchBroom is soooo much better than what I was doing before, thank you!!!

  • @skaruts
    @skaruts 2 роки тому +26

    That quake starting level melted my heart. 💘
    Btw, you might want to create a .gdignore file inside the autosave folder, which TB will create inside your maps folder. Although, I think you can actually do that in your maps folder entirely, but I have only barely tested that. I'm sure you can use the maps in your QodotMap nodes without godot needing to import the map files, I just don't know if anything else breaks. But I can't think of anything that might.

  • @shammyzozzler6019
    @shammyzozzler6019 Рік тому +4

    Thank you very much Lucy! This helped me get into mapping with Trenchbroom, and I hope to see more tutorials from you soon. :D

  • @bbxlol
    @bbxlol 2 роки тому +4

    the quality of these videos are top tier

  • @chotothebright232
    @chotothebright232 2 роки тому +11

    Lucy, thank you so much for this. Your 5 AddOns video was what initially was got me interested in Trenchbroom/Qodot, and I am really happy you've given a whole video to it as well!

    • @LucyLavend
      @LucyLavend  2 роки тому +9

      Glad I could share this workflow! 😄

  • @Slipseer
    @Slipseer 2 роки тому +32

    Does Qodot feature methods of optimizing the imported brushes? Can it merge func_groups into a singular mesh? Can you cull backfaces on import using nodraw/skip textures?

    • @charlieking7600
      @charlieking7600 2 роки тому +2

      Can you make rooms not from convex meshes to prevent high amount of draw calls and remove duplicating vertices in corners?

    • @keiyakins
      @keiyakins 8 місяців тому

      I don't think so. There's godot_bsp_importer which uses the output of qbsp, might do more of what you need? especially with ericw-tools' implementation of course.

  • @skaruts
    @skaruts 2 роки тому +3

    Pretty awesome video. I know my way around Qodot by now, but I often burn out and go for months without touching it, and I forget stuff. This video is now my go-to whenever I need to recap.

  • @bioman1hazard607
    @bioman1hazard607 2 роки тому +10

    I'm so happy that trenchbroom is so useful in godot, I have so many arena maps I'd love to see work in my own engine. Plus trenchbroom is the easiest way to map out levels besides doombuilder

    • @charlieking7600
      @charlieking7600 2 роки тому +1

      Cube 2 Sauerbraten / Tesseract engine (Red Eclipse) is also nice option to make basic meshes (you can export whole level as .obj file).

  • @ivyy8221
    @ivyy8221 2 роки тому +3

    I've been waiting for something like this, specially since I discovered Qodot and saw there wasn't tutorials about it. Thanks!

  • @skaruts
    @skaruts 2 роки тому +10

    One thing that Shifty recommended we should do is make our own version of the files we configured and used for our project, and save them outside of Qodot's folder, so that if we need to update Qodot, it won't overwrite them. That would be both of those TB config *.tres* files, and also _*addons/qodot/game_definitions/fgd/qodot_fdg.tres.* You can copy them (and give them names according to your game, if you want), and then edit and use them instead of the default ones.
    Generally, you should do that to any files you want to change, and if you need entities of your own, you can derive them from the base entities in Qodot and save them somewhere else as well.

  • @Zen-rw2fz
    @Zen-rw2fz 2 роки тому +13

    it's very funny making maps with trenchbooms and not worrying about leaks

  • @Analogity
    @Analogity 2 роки тому +3

    Wow! This is so cool. I can't believe how easy this was to get started!

  • @_gamma.
    @_gamma. 25 днів тому +1

    Thanks for the tutorial, now to learn these shortcuts!
    Edit: I got entities working too, nice!

  • @disk0__
    @disk0__ 2 роки тому +4

    CruS modder, glad to see more qodot/tb content :)

  • @mallardbro7487
    @mallardbro7487 2 роки тому +7

    Phenomenal tutorial - good info, good pacing and good examples. Thank you. 👍

  • @jRsqILVOY
    @jRsqILVOY 8 місяців тому +3

    The part on custom textures and shaders was awesome - it'd be nice to see something covering handling map triggers, and entity properties, etc. too. Also func_godot is the new version of Qodot now.

    • @LucyLavend
      @LucyLavend  8 місяців тому +3

      Yeah I've been thinking of doing a new tutorial on func_godot and Godot BSP importer. Might be a little while till I get to it though

  • @davidfilus1741
    @davidfilus1741 3 місяці тому +1

    This was a fantastic tutorial, I can't thank you enough!

  • @slickback5100
    @slickback5100 2 роки тому +1

    Thank you so much; this is exactly what I have been looking for days. I wanted this retro map style for the game I've been trying to make and had trouble using blender for it.

  • @haydenferguson2870
    @haydenferguson2870 Рік тому +11

    THIS IS ANOTHER FIX FOR TEXTURES NOT SHOWING UP IN GODOT:
    Your texture file names cannot have spaces in them. So you need to go to your folder or wherever you keep your textures and change all the names that have spaces in them to names without spaces. For example ('Brick Wall') would need to be changed to ('BrickWall'). Once you change the names you need to reload texture collections in TrenchBroom and retexture your map. Now when you click Full Build in Godot everything should work!

    • @relaxandlearn7996
      @relaxandlearn7996 Рік тому +2

      i cant click on "full build" because this option is missing in my editor :(

  • @muddasheep
    @muddasheep Рік тому +1

    Thank you so much for this tutorial, absolutely perfect!

  • @Averr1
    @Averr1 2 роки тому +2

    Thank you! Discovering your channel was a... gamechanger for me :)

  • @RouchRouch
    @RouchRouch 2 роки тому +1

    Your tutorials are seriously better then most youtubers out there

  • @krzyszt0fus
    @krzyszt0fus 2 роки тому +2

    I didn't expect to say it ... this is just a fantastic tutorial! 😅

  • @octofrog5572
    @octofrog5572 2 роки тому +2

    Thankyou so much this is truly amazing and so so helpful. Keep up the amazing work

  • @tonywtyt
    @tonywtyt Рік тому +2

    I'm coming into this from Godot 4.1.2 and everything seems to be working the same. Your tutorial was great for understanding how textures work, and how Godot and Trenchbroom communicate. I recently started looking at Doom and Quake editing, and had just set up a Quake dev environment last weekend. Then, looking around at things today, I ran across a video that only talked about Qodot and amazed that this became a thing. Though I'm familiar with Blender, Trenchbroom will be so much quicker!

  • @FalconFetus8
    @FalconFetus8 Рік тому

    Thank you so much for this tutorial! It was incredibly easy to follow, and now I'm finally able to make 3D levels without it being a pain in the ass!

  • @bananabarddev
    @bananabarddev 11 місяців тому

    This is perfect for my first 3D game Im making, the Blender to Godot process, having to put everything in it's place is boring and kinda hard to make things look how I want.
    This is going to capture the retro look I want to my dream game, and with dream I mean a game about being caught in a dream. Great video, new sub here. I hope to be able to do something so I can thank you again

  • @joshbarros1995
    @joshbarros1995 Рік тому

    Thanks for this wonderful tutorial!!! I want to get specialized in Trenchbroom because I want to launch my first FPS game in 2023!!

  • @chrisxdeboy
    @chrisxdeboy 2 роки тому +11

    Will you do a follow-up tutorial on those more advanced qodot features like entities and spawners you showed at the end of this video? Because that would be great 👍

  • @schemesmith
    @schemesmith 9 місяців тому

    IF ON FULL BUILD NOTHING SHOWS UP
    I was just trying to install this in godot 3.5 and it wouldn't build unless I made an empty textures directory - even before I was using textures

  • @RigidAudio
    @RigidAudio 5 місяців тому +1

    If you're using Godot 4 and still want to have pixelated look on import for the Qodot map, you can click the Qodot map node in the scene tree and in the inspector on the right, there should be a default material (for the whole map/mesh). Find the tab Sampling -> Filter and set it to "nearest". Now you don't need to set up a material for each texture to get that look :)

  • @melissarainchild
    @melissarainchild Рік тому +1

    Like how you bring your videos, thanks for helping with the videos you make

  • @Yora21
    @Yora21 3 місяці тому +1

    I might actually using this for my first game I am currently starting.

  • @allan4317
    @allan4317 8 місяців тому +3

    This video needs an update to Godot 4 as the game definitions references no longer match.

  • @Gureenu
    @Gureenu 2 роки тому +2

    thanks for video, this is what i needed

  • @Mr_Squarepeg
    @Mr_Squarepeg 2 роки тому +2

    This is a really cool tutorial :)

  • @mluminoth6379
    @mluminoth6379 2 роки тому +1

    The youtube algorithm really doesn't take any days off. No hobby, no matter how niche is sacred.
    Be it for better or for worse, welcome to the very top of the 'trenchbroom' search results...

  • @belzecue
    @belzecue 2 роки тому +4

    To avoid the long initial import times for the qodot textures, before importing the qodot asset library, go into your project settings and set > rendering > vram compression > import Etc2 OFF then restart the editor. If you have an existing .import subfolder, delete it before you restart the editor. Etc2 is only useful when exporting to mobile or web platforms.

    • @carlsonraywithers3368
      @carlsonraywithers3368 2 роки тому +2

      omfg thank you so much!!!!!

    • @jlewwis1995
      @jlewwis1995 2 роки тому +1

      @@carlsonraywithers3368 yeah the etc2 importer is awful, the import times are so slow and the larger the image the slower the import :/ hopefully that's fixed in godot 4

  • @sslaxx
    @sslaxx 2 роки тому +2

    The stuff about textures/materials makes me think that Material Maker would be a good thing to use there.

  • @DustinTjäder
    @DustinTjäder 10 місяців тому

    I'm stuck around 3:00, TrenchBroom game config. Godot can't see the TrenchBroom directory. On my Ubuntu system it is located in /usr/share/TrenchBroom. I can see as far as /usr, but everything inside /usr is invisible to Godot. I toggled the "show invisible files" button too, nothing changes. Trying to copy and paste the file path into Godot's directory select dialog doesn't work, since it just auto-truncates back to "/usr". Any ideas?

    • @LucyLavend
      @LucyLavend  10 місяців тому

      I sadly do not have any experience with this in Linux. You could try asking this in the Qodot Discord server. If this is not working you could also consider switching to newer alternatives to Qodot like Fonc_godot or Godot BSP Importer.

  • @greativity
    @greativity 2 роки тому +3

    Very useful guide, thank you! If you are looking for tutorial ideas, it would be really cool to have someone explain how to set up placing custom godot tscn-s(for example enemies, loot etc) with the map editor. I messed around for days with FGD files and TRES files and what not and can't get this thing to work.

    • @LucyLavend
      @LucyLavend  2 роки тому +1

      Thank you for the suggestion. To be honest, I've tried make it into a separate video, but I got a bit stuck myself too with setting up custom entities in Trenchbroom. I'll have to revisit it sometime

  • @daydah5456
    @daydah5456 2 роки тому

    You're pumping these out damn

  • @Weiuwio
    @Weiuwio Рік тому +3

    Hey Lucy, nice tutorial, but I have a problem, Qodot is not avaible on godot 4, do you have any solution to import TrenchBrooms map to godot ? I can import .obj meshes but I dont know how to deal with the textures.

  • @-geeko123
    @-geeko123 Рік тому +1

    Great tutorial, thanks

  • @SunnyShuklathedoctor
    @SunnyShuklathedoctor Рік тому +1

    Thanks, Lucy!

  • @WildGrowthJ
    @WildGrowthJ Рік тому

    You’re a legend Lucy

  • @mattartz_
    @mattartz_ 2 роки тому +4

    at first i thought either qodot or trenchbroom had problems, because my textures weren't showing, but after adding a new array on the "Texture file extension" on QodotMap named "jpg", it started to recognize my textures, i wish the developers of qodot added more file extensions for the array because i thought i did something wrong xD

    • @Analogity
      @Analogity 2 роки тому

      @Mat_ thank you so much! This was my issue as well.

  • @MrIlvis
    @MrIlvis 2 роки тому +2

    One thing I understood that map textures format in Godot and TrenchBroom must be the same, otherwise I will be missing textures in Godot project. In this video tutorial its PNG.

  •  2 роки тому +1

    ive done 2 times this video and somehow i can not make godot sees my textures, any help on that? it would be of so much help
    i used aseprite and 32x32 size, doesnt seem to work, but somehow it works if i use some online generator. dont know why

    • @LucyLavend
      @LucyLavend  2 роки тому +1

      Which image format are you using? .png?

    •  2 роки тому +3

      @@LucyLavend so Ive been buggin out of the while networks haha, Ive already replied to You like 5 times and none get posted, but i think the error was that i did not Made single line example stonewallmossy.png(showsup), stone wall mossy.png(doesntshowup) on godot

    • @LucyLavend
      @LucyLavend  2 роки тому +1

      @ ahh I see, glad you got it to work

  • @Yoni123
    @Yoni123 11 місяців тому +1

    I don't have Filter to select? 7:10

    • @sventomasek
      @sventomasek 9 місяців тому +2

      A bit late but on the QodotMap node open the Default Material and under Sampling set Filter to Nearest

    • @Yoni123
      @Yoni123 9 місяців тому +2

      @@sventomasek Thanks. Actaully haven't touched Qodot since. I've been focusing on just coding. Now it's time to get back to learning TB/Qodot and build some levels

    • @Gonnerme
      @Gonnerme Місяць тому

      Thanks fellas , I didn’t have filters as well , this helped me 🎉

  • @bodhidaruma2824
    @bodhidaruma2824 2 роки тому +3

    I wonder if there is a similar tool for character creation. Maybe something similar to the spore character creator, that generates fully rigged models.

    • @LucyLavend
      @LucyLavend  2 роки тому +4

      The closest thing to that would be Dust3D I think. It features metaball style modeling similar to Spore and I believe it also does the automatic rigging. And it's open source!

  • @warrior-m-aster
    @warrior-m-aster 2 роки тому +1

    Wasn't there a grid option in trenchbroom that allows you to change the size. In the video you have it at 16. Maybe if you scale it up you won't have the issue when importing in Godot.

  • @midnightkiteflight6333
    @midnightkiteflight6333 2 роки тому +2

    cool video! well done :)

  • @timmy1877
    @timmy1877 Рік тому +1

    You are my hero.

  • @bale_1696
    @bale_1696 11 місяців тому +1

    really useful, thanks you

  • @Tuskingan
    @Tuskingan 3 місяці тому

    PLEASE CAN SOMEONE HELP ME!!!, the environment files from trenchbroom only pop up as 1 mesh rather than multiple with collisions, it comes with no collisions, I need help plz I can't find how to fix this :(

    • @Friend-
      @Friend- 3 місяці тому

      Under "entities" in the inspector, where it says "Entity Fgd," click on the arrow on the right to get a drop-down menu, then click "Make Unique." Don't ask me why that works, I just found it in a forum thread while having the same problem.

  • @igorigor3960
    @igorigor3960 2 роки тому +2

    is it possible to go further and add your models to trenchbroom's entitie list?

  • @godofdream9112
    @godofdream9112 2 роки тому +1

    can you show, how to make a 3d open world like gta vicety... I mean fearly lowpoly style but visually realistic enough.
    time is not matter for me, I just want to know a manual (don't want to dependent on some plug) way to make big map.
    please any suggestion would help.

    • @Axodus
      @Axodus Рік тому +1

      Use blocking, block out the majority of the map, and slowly add detail to different sections, create prefabs for re-usability and such so you can create unique designs with minimal modification.

  • @JonathanThe501st
    @JonathanThe501st 2 роки тому

    1:08 I still think these could work for higher quality maps. It's just more tedious. It just requires additional steps such as an EXHAUSTING amount of brush splitting, and more importantly, using models for map detailing.
    A great example of what I'm talking about is Counter-Strike: Global Offensive. The source engine, even in it's modern updated version, has a bunch of spaghetti code and poor optimization for maps, so what CS:GO map makers do is decorate the architecture of buildings with models of smaller, more detailed features, such as window frames, archways, and other "furniture-quality" ornaments to give buildings the details that would be otherwise be exhaustive on file size and performance if it was hard modeled into the map's geometry. It helps with both optimization and file sizes as they can just reuse the models for different segments of the level, and even different levels entirely (even though CS:GO basically has entire model sets for each map).
    While I do somewhat agree that using Trenchbroom and Qodot for this technique still won't bring the same level of detail as the more realistic-styled games, I do believe that, with ingenuity and talent, you can achieve some high quality stuff.
    Here's hoping Godot 4.0 is optimized to handle that kind of mapmaking technique.

  • @goldenglowitsolutions
    @goldenglowitsolutions Рік тому +1

    This is amaaaazing!!
    Thanks for sharing this awesome work!
    Can I use Trenchbroom to create Low Poly Adventure games like Banjo Kazooie and Donkey Kong 64?

  • @methanesulfonic
    @methanesulfonic Рік тому +1

    Thank you!!

  • @ivana.medina3126
    @ivana.medina3126 4 місяці тому

    Very cool video!

  • @karpai5427
    @karpai5427 8 місяців тому

    What is the difference between map formats:
    Valve, Quake 2, Quake 3, Standard?

  • @Crânecassecouille
    @Crânecassecouille Місяць тому

    Today, it don't work because in the assetlib, it don't find Qodot. Help me please.

    • @LucyLavend
      @LucyLavend  Місяць тому

      Qodot is sadly no longer being developed. There are multiple replacements for Godot 4 though, like Func_godot and Jitspoe's BSP importer.

    • @Crânecassecouille
      @Crânecassecouille Місяць тому

      @LucyLavend okay thanks

  • @TopherBlairMusic
    @TopherBlairMusic 2 роки тому +1

    Wonder if a new Godot update (I'm in 3.4.3) has messed this up. Followed the tutorial yet my textures don't import tiled like they are in Trenchbroom :(

    • @LucyLavend
      @LucyLavend  2 роки тому +2

      Have you set the repeat property in the import window for your textures? I think I forgot to mention that in the tutorial

    • @TopherBlairMusic
      @TopherBlairMusic 2 роки тому

      @@LucyLavend oh dang, that did it! Thank you so much!

  • @noahharrington8883
    @noahharrington8883 2 роки тому

    Does anyone know why textures wouldn't be showing up in Godot? The build works for the geometry but not textures

  • @brianbergmusic5288
    @brianbergmusic5288 10 місяців тому +1

    This seems like a very sensible infrastructure/toolkit to start with. Thank you for bringing it to our attention. I just have a question:
    Do you build the architecture of your game in Trenchbroom THEN you import it into Godot via Qodot THEN do you add all the entities specific to the final product (enemies/actors, decor, camera logic, etc.)? Is it safe to assume that Trenchbroom is used ONLY for the architecture of your Godot game's environment? If so, I'm still interested in spite of this workaround.

  • @Medlirbeat
    @Medlirbeat 2 роки тому

    i have a problem, when export the the map, some textures apear blank, but in trechbloom i can see the texture, what should I do

    • @Medlirbeat
      @Medlirbeat 2 роки тому

      I already solved my problem, it turns out that I can't use spaces in the name of the textures or else godot can't load them

  • @kajslier275
    @kajslier275 Рік тому +1

    Lekker bezig Lucy :)

  • @chuck180
    @chuck180 Рік тому

    can you use a different path than the root directory for your /textures path for texture settings in trenchbroom? does anyone know for example res://resources/maps/textures ? or does it have to bee root directory of godot project

    • @LucyLavend
      @LucyLavend  Рік тому +1

      You can change the texture directory per Qodot map node when you view it in the inspector, and you have to change the game path in Trenchbroom to the /maps folder if I remember correctly (it's in the preferences menu)

  • @dlol.
    @dlol. 2 роки тому

    How did you fix the glass?

  • @bobfluencer
    @bobfluencer 7 місяців тому

    is there a way to use trenchbroom but use higher quality textures?

  • @RevdeluxeOfficial
    @RevdeluxeOfficial 2 роки тому +1

    Love the content.

  • @2zcan
    @2zcan Рік тому +1

    Bookmarks for myself when I come back:
    6:00

  • @boroborable
    @boroborable 2 роки тому +1

    can levels exported with textures for godot 4? I can imagine that Qodot can be updated but its a bit hustle to update the whole package since godot 4 isn't released yet. but if maps alone can be exported somehow it might just work.

    • @LucyLavend
      @LucyLavend  2 роки тому +2

      Someone already made a tool for Godot 4.0 called TBLoader, it's very similar to Qodot from what I understand. It's available on GitHub.

  • @Neutronized
    @Neutronized 2 місяці тому +1

    interesting video! Insta subbed to the channel

    • @LucyLavend
      @LucyLavend  2 місяці тому

      Thank you Jonathan! Love your videos and games, they've always been an inspiration to me 😄

  • @pengain4
    @pengain4 Рік тому

    Why did you stop making videos on the channel? I hope you are fine and we will see more of them in the nearest future!

  • @oddstap6976
    @oddstap6976 Рік тому

    Can you do a video on how to make doors in qodot? Ive been looking everywhere.

  • @guitarbuddha74
    @guitarbuddha74 Рік тому +1

    Maybe not many people but if you are using an M1 mac or arm based it won't do the full build since it is looking for x86_64 architecture.

  • @zoidmene8721
    @zoidmene8721 2 роки тому

    When I try to download Qodot, Godot crashes and I can't get into the game project and I need to create another project. What the hell is this?

  • @AvitheTiger
    @AvitheTiger 2 роки тому

    I'm unable to do the initial setup on Mac 😭

  • @3db-
    @3db- 10 місяців тому

    Do you just block out levels in TrenchBroom and then if you want to add a torch object to a wall, do you do that in Godot or TrenchBroom?

    • @LucyLavend
      @LucyLavend  10 місяців тому +1

      I used to do it manually, but there is an option of using trenchbroom entities to link them to Godot scenes. There are some examples in the addon's folder, about which I talk a bit more at the end of this video. (Though I must say, it's quite confusing to set up)

  • @yukku121
    @yukku121 3 місяці тому

    Can this handle better graphics? E.g. non ps1 textures, but other more realistic ones?

    • @LucyLavend
      @LucyLavend  3 місяці тому +1

      With Trenchbroom it's kind of hard to do sadly, since it was made specifically for Quake mapping and it's texture resolutions. I'd recommend looking through some other comments on this video, they also talk about possible ways of changing the texture resolution.

  • @joshbarros1995
    @joshbarros1995 21 день тому +1

    This video is pure gold, thanks for sharing!
    Is it still working in 2025? I want to create a game similar to Quake.

    • @LucyLavend
      @LucyLavend  20 днів тому +1

      Thank you! The workflow is a bit different now, since the Qodot addon that this video uses is no longer in development. "func_godot" is a great replacement I'd recommend lookin into if you want the Trenchbroom + Godot workflow.

    • @joshbarros1995
      @joshbarros1995 20 днів тому +1

      @@LucyLavend awwww yeah, thanks for the tips

  • @misterpopo3736
    @misterpopo3736 2 роки тому

    Replacing materials with Visual Shaders doesn't work, right? Still, you can export the output as code. Weird, since it should be the same.

  • @user-hw3rz3oc2b
    @user-hw3rz3oc2b 11 місяців тому

    Anyone know how to make crispy textures using Godot 4.2 :((((

  • @TheOnlyKingBee
    @TheOnlyKingBee Рік тому

    Can i use blender to make maps?

  • @snarf1851
    @snarf1851 2 роки тому

    Does anyone know where i can learn to manually setup a custom game directory and custom GameConfig.cfg for trenchbroom? I'm trying to make maps for a game i want to mod and i've never used Godot before. This does seem very convenient and i will probably try it out im just curious if anyone knows.

    • @snarf1851
      @snarf1851 2 роки тому

      Godot was much easier to set up for this purpose than i thought.

  • @samumusic1552
    @samumusic1552 2 роки тому

    Hey Lucy, can you make video to help me create a footsteps in godot 2D ?

  • @theangrygrunt1481
    @theangrygrunt1481 2 роки тому

    is there a way to use netradiant instead of trenchbroom?